Hash :
4c4c8e72
Author :
Date :
2016-08-04T12:25:34
Add compute program compilation and linking support Compute shaders can be now compiled and linked to create programs. Some tests are added to verify successful and unsuccessful compute shader linking. The patch also replaces std::array<int, 3> with a custom struct WorkGroupSize. BUG=angleproject:1442 TEST=angle_end2end_tests TEST=angle_unittests Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84 Reviewed-on: https://chromium-review.googlesource.com/366740 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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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.
//
#include "libANGLE/Uniform.h"
#include "common/utilities.h"
#include <cstring>
namespace gl
{
LinkedUniform::LinkedUniform()
: blockIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
unsigned int arraySizeIn,
const int blockIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: blockIndex(blockIndexIn), blockInfo(blockInfoIn)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySize = arraySizeIn;
}
LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
: sh::Uniform(uniform), blockIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::Uniform(uniform), blockIndex(uniform.blockIndex), blockInfo(uniform.blockInfo)
{
// This function is not intended to be called during runtime.
ASSERT(uniform.mLazyData.empty());
}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
// This function is not intended to be called during runtime.
ASSERT(uniform.mLazyData.empty());
sh::Uniform::operator=(uniform);
blockIndex = uniform.blockIndex;
blockInfo = uniform.blockInfo;
return *this;
}
LinkedUniform::~LinkedUniform()
{
}
bool LinkedUniform::isInDefaultBlock() const
{
return blockIndex == -1;
}
size_t LinkedUniform::dataSize() const
{
ASSERT(type != GL_STRUCT_ANGLEX);
if (mLazyData.empty())
{
mLazyData.resize(VariableExternalSize(type) * elementCount());
ASSERT(!mLazyData.empty());
}
return mLazyData.size();
}
uint8_t *LinkedUniform::data()
{
if (mLazyData.empty())
{
// dataSize() will init the data store.
size_t size = dataSize();
memset(mLazyData.data(), 0, size);
}
return mLazyData.data();
}
const uint8_t *LinkedUniform::data() const
{
return const_cast<LinkedUniform *>(this)->data();
}
bool LinkedUniform::isSampler() const
{
return IsSamplerType(type);
}
bool LinkedUniform::isField() const
{
return name.find('.') != std::string::npos;
}
size_t LinkedUniform::getElementSize() const
{
return VariableExternalSize(type);
}
uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex)
{
ASSERT((!isArray() && elementIndex == 0) || (isArray() && elementIndex < arraySize));
return data() + getElementSize() * elementIndex;
}
const uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex) const
{
return const_cast<LinkedUniform *>(this)->getDataPtrToElement(elementIndex);
}
UniformBlock::UniformBlock()
: isArray(false),
arrayElement(0),
dataSize(0),
vertexStaticUse(false),
fragmentStaticUse(false),
computeStaticUse(false)
{
}
UniformBlock::UniformBlock(const std::string &nameIn, bool isArrayIn, unsigned int arrayElementIn)
: name(nameIn),
isArray(isArrayIn),
arrayElement(arrayElementIn),
dataSize(0),
vertexStaticUse(false),
fragmentStaticUse(false),
computeStaticUse(false)
{
}
std::string UniformBlock::nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
}