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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//
// 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.
//
#ifndef LIBGLESV2_UNIFORM_H_
#define LIBGLESV2_UNIFORM_H_
#include <string>
#include <vector>
#define GL_APICALL
#include <GLES3/gl3.h>
#include <GLES2/gl2.h>
#include "common/debug.h"
#include "angletypes.h"
#include "compiler/translator/ShaderVariable.h"
namespace gl
{
// Helper struct representing a single shader uniform
struct Uniform
{
Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const int blockIndex, const sh::BlockMemberInfo &blockInfo);
~Uniform();
bool isArray() const;
unsigned int elementCount() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
bool isInDefaultBlock() const;
size_t dataSize() const;
bool isSampler() const;
const GLenum type;
const GLenum precision;
const std::string name;
const unsigned int arraySize;
const int blockIndex;
const sh::BlockMemberInfo blockInfo;
unsigned char *data;
bool dirty;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
unsigned int registerCount;
// Register "elements" are used for uniform structs in ES3, to appropriately identify single uniforms
// inside aggregate types, which are packed according C-like structure rules.
unsigned int registerElement;
};
typedef std::vector<Uniform*> UniformArray;
// Helper struct representing a single shader uniform block
struct UniformBlock
{
// use GL_INVALID_INDEX for non-array elements
UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize);
bool isArrayElement() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
const std::string name;
const unsigned int elementIndex;
const unsigned int dataSize;
std::vector<unsigned int> memberUniformIndexes;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
};
typedef std::vector<UniformBlock*> UniformBlockArray;
}
#endif // LIBGLESV2_UNIFORM_H_