Edit

kc3-lang/angle/util/Vector.h

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2015-11-18 13:08:07
    Hash : 9fc3682c
    Message : D3D: Rework varying packing code. In D3D we pack varyings by making a register map, and using the recommended GLSL ES algorithm to reserve register space. We use this map to assign row and column slots to each varying and then produce a semantic index value. The existing scheme had a number of bugs, and was failing several angle_end2end_tests. The new design cleans up the code somewhat and uses a different counting scheme for the semantic indexes: just sort the varyings in packing order and use a simple incrementing semantic index per varying. In SM4+, the HLSL compiler sorts and packs the varyings correctly itself, and in SM3, handle the cases we don't support by returning an error instead of a D3D compiler link error. Also refactor how we store varying information for TF Feedback/ StreamOut. Only store the necessary D3D information, instead of extra information like the name and type. This fixes several tests in GLSLTest/*. This also will allow us to fix interpolation qualifier packing and the structure packing in HLSL, which seems to work differently than the rest of the varying types. BUG=angleproject:1202 TEST=bots,dEQP-GLES3.functional.transform_feedback.* Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639 Reviewed-on: https://chromium-review.googlesource.com/311241 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • util/Vector.h
  • //
    // Copyright (c) 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.
    //
    // Vector:
    //   Vector class for linear math.
    //
    
    #ifndef UTIL_VECTOR_H
    #define UTIL_VECTOR_H
    
    #include <ostream>
    
    struct Vector2
    {
        Vector2();
        Vector2(float x, float y);
    
        bool operator==(const Vector2 &vec) const;
        bool operator!=(const Vector2 &vec) const;
    
        static float length(const Vector2 &vec);
        static float lengthSquared(const Vector2 &vec);
    
        static Vector2 normalize(const Vector2 &vec);
    
        float *data() { return &x; }
        const float *data() const { return &x; }
    
        float x, y;
    };
    
    std::ostream &operator<<(std::ostream &stream, const Vector2 &vec);
    
    struct Vector3
    {
        Vector3();
        Vector3(float x, float y, float z);
    
        static float length(const Vector3 &vec);
        static float lengthSquared(const Vector3 &vec);
    
        static Vector3 normalize(const Vector3 &vec);
    
        static float dot(const Vector3 &a, const Vector3 &b);
        static Vector3 cross(const Vector3 &a, const Vector3 &b);
    
        float *data() { return &x; }
        const float *data() const { return &x; }
    
        float x, y, z;
    };
    
    Vector3 operator*(const Vector3 &a, const Vector3 &b);
    Vector3 operator*(const Vector3 &a, const float &b);
    Vector3 operator/(const Vector3 &a, const Vector3 &b);
    Vector3 operator/(const Vector3 &a, const float &b);
    Vector3 operator+(const Vector3 &a, const Vector3 &b);
    Vector3 operator-(const Vector3 &a, const Vector3 &b);
    
    struct Vector4
    {
        Vector4();
        Vector4(float x, float y, float z, float w);
    
        static float length(const Vector4 &vec);
        static float lengthSquared(const Vector4 &vec);
    
        static Vector4 normalize(const Vector4 &vec);
    
        static float dot(const Vector4 &a, const Vector4 &b);
    
        float *data() { return &x; }
        const float *data() const { return &x; }
    
        float x, y, z, w;
    };
    
    #endif  // UTIL_VECTOR_H