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kc3-lang/angle/src/libGLESv2/ProgramBinary.h

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  • Author : Jamie Madill
    Date : 2014-02-14 16:41:26
    Hash : 2c7d84ac
    Message : Store un-linked shader attributes in ProgramBinary. Our caching of compiled vertex shaders according to their input signature needs a consistent input signature to match up shaders. Since the linking step currently shuffles attributes according to API specified locations we need a separate list. BUG=angle:560 Change-Id: Icc4d5df1d37ae895d5c882b86e60f05b5c268461 Reviewed-on: https://chromium-review.googlesource.com/185193 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/ProgramBinary.h
  • //
    // Copyright (c) 2002-2013 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.
    //
    
    // Program.h: Defines the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #ifndef LIBGLESV2_PROGRAM_BINARY_H_
    #define LIBGLESV2_PROGRAM_BINARY_H_
    
    #define GL_APICALL
    #include <GLES3/gl3.h>
    #include <GLES3/gl3ext.h>
    #include <GLES2/gl2.h>
    #include <GLES2/gl2ext.h>
    
    #include <string>
    #include <vector>
    
    #include "common/RefCountObject.h"
    #include "angletypes.h"
    #include "common/mathutil.h"
    #include "libGLESv2/Uniform.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Constants.h"
    #include "libGLESv2/renderer/VertexDataManager.h"
    
    namespace rx
    {
    class ShaderExecutable;
    class Renderer;
    struct TranslatedAttribute;
    class UniformStorage;
    class DynamicHLSL;
    }
    
    namespace gl
    {
    class FragmentShader;
    class VertexShader;
    class InfoLog;
    class AttributeBindings;
    class Buffer;
    
    // Struct used for correlating uniforms/elements of uniform arrays to handles
    struct VariableLocation
    {
        VariableLocation()
        {
        }
    
        VariableLocation(const std::string &name, unsigned int element, unsigned int index);
    
        std::string name;
        unsigned int element;
        unsigned int index;
    };
    
    // This is the result of linking a program. It is the state that would be passed to ProgramBinary.
    class ProgramBinary : public RefCountObject
    {
      public:
        explicit ProgramBinary(rx::Renderer *renderer);
        ~ProgramBinary();
    
        rx::ShaderExecutable *getPixelExecutable() const;
        rx::ShaderExecutable *getVertexExecutableForInputLayout(const VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]);
        rx::ShaderExecutable *getGeometryExecutable() const;
    
        GLuint getAttributeLocation(const char *name);
        int getSemanticIndex(int attributeIndex);
    
        GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex);
        TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
        GLint getUsedSamplerRange(SamplerType type);
        bool usesPointSize() const;
        bool usesPointSpriteEmulation() const;
        bool usesGeometryShader() const;
    
        GLint getUniformLocation(std::string name);
        GLuint getUniformIndex(std::string name);
        GLuint getUniformBlockIndex(std::string name);
        bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
        bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
        bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
        bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
        bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
        bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
        bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
        bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
        bool setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
        bool setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
        bool setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
        bool setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
        bool setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        bool setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    
        bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params);
        bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
        bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params);
    
        void dirtyAllUniforms();
        void applyUniforms();
        bool applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers);
    
        bool load(InfoLog &infoLog, const void *binary, GLsizei length);
        bool save(void* binary, GLsizei bufSize, GLsizei *length);
        GLint getLength();
    
        bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
        void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
    
        void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        GLint getActiveAttributeCount() const;
        GLint getActiveAttributeMaxLength() const;
    
        void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        GLint getActiveUniformCount() const;
        GLint getActiveUniformMaxLength() const;
        GLint getActiveUniformi(GLuint index, GLenum pname) const;
    
        void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
        void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
        GLuint getActiveUniformBlockCount() const;
        GLuint getActiveUniformBlockMaxLength() const;
        UniformBlock *getUniformBlockByIndex(GLuint blockIndex);
    
        GLint getFragDataLocation(const char *name) const;
    
        void validate(InfoLog &infoLog);
        bool validateSamplers(InfoLog *infoLog);
        bool isValidated() const;
    
        unsigned int getSerial() const;
        int getShaderVersion() const;
    
        void initAttributesByLayout();
        void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
    
        const UniformArray &getUniforms() const { return mUniforms; }
        const rx::UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
        const rx::UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
    
      private:
        DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
    
        bool linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader);
        bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
    
        typedef sh::BlockMemberInfoArray::const_iterator BlockInfoItr;
    
        template <class ShaderVarType>
        bool linkValidateFields(InfoLog &infoLog, const std::string &varName, const ShaderVarType &vertexVar, const ShaderVarType &fragmentVar);
        bool linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable, const sh::ShaderVariable &fragmentVariable, bool validatePrecision);
    
        bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
        bool linkValidateVariables(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
        bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
        bool linkUniforms(InfoLog &infoLog, const std::vector<sh::Uniform> &vertexUniforms, const std::vector<sh::Uniform> &fragmentUniforms);
        bool defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog);
        bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
        bool linkUniformBlocks(InfoLog &infoLog, const sh::ActiveInterfaceBlocks &vertexUniformBlocks, const sh::ActiveInterfaceBlocks &fragmentUniformBlocks);
        void defineUniformBlockMembers(const std::vector<sh::InterfaceBlockField> &fields, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes);
        bool defineUniformBlock(InfoLog &infoLog, GLenum shader, const sh::InterfaceBlock &interfaceBlock);
        bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex);
        void defineOutputVariables(FragmentShader *fragmentShader);
        void initializeUniformStorage();
    
        template <typename T>
        bool setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
    
        template <int cols, int rows>
        bool setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
    
        template <typename T>
        bool getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType);
    
        static TextureType getTextureType(GLenum samplerType, InfoLog &infoLog);
    
        class VertexExecutable
        {
          public:
            VertexExecutable(rx::Renderer *const renderer,
                             const VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
                             rx::ShaderExecutable *shaderExecutable);
            bool matchesInputLayout(const VertexFormat attributes[gl::MAX_VERTEX_ATTRIBS]) const;
    
            const VertexFormat *inputs() const { return mInputs; }
            rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
    
          private:
            VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS];
            rx::ShaderExecutable *mShaderExecutable;
        };
    
        rx::Renderer *const mRenderer;
        DynamicHLSL *mDynamicHLSL;
    
        std::string mVertexHLSL;
        rx::D3DWorkaroundType mVertexWorkarounds;
        std::vector<VertexExecutable *> mVertexExecutables;
        rx::ShaderExecutable *mGeometryExecutable;
        rx::ShaderExecutable *mPixelExecutable;
    
        sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
        sh::Attribute mShaderAttributes[MAX_VERTEX_ATTRIBS];
        int mSemanticIndex[MAX_VERTEX_ATTRIBS];
        int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
    
        struct Sampler
        {
            Sampler();
    
            bool active;
            GLint logicalTextureUnit;
            TextureType textureType;
        };
    
        Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
        Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        GLuint mUsedVertexSamplerRange;
        GLuint mUsedPixelSamplerRange;
        bool mUsesPointSize;
        int mShaderVersion;
    
        UniformArray mUniforms;
        UniformBlockArray mUniformBlocks;
        std::vector<VariableLocation> mUniformIndex;
        std::map<int, VariableLocation> mOutputVariables;
        rx::UniformStorage *mVertexUniformStorage;
        rx::UniformStorage *mFragmentUniformStorage;
    
        bool mValidated;
    
        const unsigned int mSerial;
    
        static unsigned int issueSerial();
        static unsigned int mCurrentSerial;
    };
    
    }
    
    #endif   // LIBGLESV2_PROGRAM_BINARY_H_