Hash :
eb0d5997
Author :
Date :
2023-09-15T16:41:13
Move set/get uniform machinery to ProgramExecutable This is done because some uniforms are internally added by the compiler (draw ID, base vertex, and base instance) and are automatically set **on the installed executable**. This change fixes scenarios where a draw is done after a program has failed a relink, and therefore is unable to correctly set the uniforms (as it does not have access to the executable that is installed). It also fixes draws that use those uniforms in a PPO. Bug: angleproject:8297 Change-Id: Id74b4984b88aa09b5b81be1c91412d6c91711136 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4864693 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2023 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.
//
// ProgramExecutableImpl.h: Defines the abstract rx::ProgramExecutableImpl class.
#ifndef LIBANGLE_RENDERER_PROGRAMEXECUTABLEIMPL_H_
#define LIBANGLE_RENDERER_PROGRAMEXECUTABLEIMPL_H_
#include "common/angleutils.h"
namespace gl
{
class Context;
class ProgramExecutable;
} // namespace gl
namespace rx
{
// ProgramExecutable holds the result of link. The backend ProgramExecutable* classes similarly
// hold additonaly backend-specific link results. A program's executable is changed on successful
// link. This allows the program to continue to work with its existing executable despite a failed
// relink.
class ProgramExecutableImpl : angle::NonCopyable
{
public:
ProgramExecutableImpl(const gl::ProgramExecutable *executable) : mExecutable(executable) {}
virtual ~ProgramExecutableImpl() {}
virtual void destroy(const gl::Context *context) {}
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;
const gl::ProgramExecutable *getExecutable() const { return mExecutable; }
protected:
const gl::ProgramExecutable *mExecutable;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_PROGRAMEXECUTABLEIMPL_H_