Hash :
8ff21aea
Author :
Date :
2014-02-04T16:04:05
Move storage for uniform blocks to the program binary. With dynamic shaders we may have multiple shader executables per program binary. We must store the uniforms outside the executable, in the program binary, to be consistent between variations. Change-Id: I1b29a5d78c72dede8562d4878569b609536ba074 Reviewed-on: https://chromium-review.googlesource.com/183586 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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#include "precompiled.h"
//
// 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 "libGLESv2/Uniform.h"
#include "common/utilities.h"
namespace gl
{
Uniform::Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const int blockIndex, const sh::BlockMemberInfo &blockInfo)
: type(type),
precision(precision),
name(name),
arraySize(arraySize),
blockIndex(blockIndex),
blockInfo(blockInfo),
data(NULL),
dirty(true),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX),
registerCount(0),
registerElement(0)
{
// We use data storage for default block uniforms to cache values that are sent to D3D during rendering
// Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
if (isInDefaultBlock())
{
size_t bytes = dataSize();
data = new unsigned char[bytes];
memset(data, 0, bytes);
registerCount = VariableRowCount(type) * elementCount();
}
}
Uniform::~Uniform()
{
delete[] data;
}
bool Uniform::isArray() const
{
return arraySize > 0;
}
unsigned int Uniform::elementCount() const
{
return arraySize > 0 ? arraySize : 1;
}
bool Uniform::isReferencedByVertexShader() const
{
return vsRegisterIndex != GL_INVALID_INDEX;
}
bool Uniform::isReferencedByFragmentShader() const
{
return psRegisterIndex != GL_INVALID_INDEX;
}
bool Uniform::isInDefaultBlock() const
{
return blockIndex == -1;
}
size_t Uniform::dataSize() const
{
ASSERT(type != GL_STRUCT_ANGLEX);
return UniformInternalSize(type) * elementCount();
}
bool Uniform::isSampler() const
{
return gl::IsSampler(type);
}
UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize)
: name(name),
elementIndex(elementIndex),
dataSize(dataSize),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX)
{
}
bool UniformBlock::isArrayElement() const
{
return elementIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByVertexShader() const
{
return vsRegisterIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByFragmentShader() const
{
return psRegisterIndex != GL_INVALID_INDEX;
}
}