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

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  • Author : Jamie Madill
    Date : 2018-10-04 17:42:00
    Hash : 785e8a0b
    Message : Remove gl::LinkResult. Instead of returning a small struct from LinkProgram calls we use angle::Result. Linking can have 3 cases: - the link was successful -> angle::Result::Continue - the link failed -> angle::Result::Incomplete - there was an internal error -> angle::Result::Stop Note that any unexpected Incomplete is still an error. Each function that accepts Incomplete must check explicitly. This is the last user of ErrorOrResult. Bug: angleproject:2491 Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497 Reviewed-on: https://chromium-review.googlesource.com/c/1255645 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@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 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 { return mResult; }
        bool isLinking() override { return false; }
    
      private:
        angle::Result mResult;
    };
    
    class ProgramImpl : angle::NonCopyable
    {
      public:
        ProgramImpl(const gl::ProgramState &state) : mState(state) {}
        virtual ~ProgramImpl() {}
        virtual gl::Error destroy(const gl::Context *context) { return gl::NoError(); }
    
        virtual angle::Result load(const gl::Context *context,
                                   gl::InfoLog &infoLog,
                                   gl::BinaryInputStream *stream)                     = 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)          = 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;
    
        // CHROMIUM_path_rendering
        // Set parameters to control fragment shader input variable interpolation
        virtual void setPathFragmentInputGen(const std::string &inputName,
                                             GLenum genMode,
                                             GLint components,
                                             const GLfloat *coeffs) = 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 gl::Error syncState(const gl::Context *context,
                                    const gl::Program::DirtyBits &dirtyBits);
    
      protected:
        const gl::ProgramState &mState;
    };
    
    inline gl::Error ProgramImpl::syncState(const gl::Context *context,
                                            const gl::Program::DirtyBits &dirtyBits)
    {
        return gl::NoError();
    }
    
    }  // namespace rx
    
    #endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_