Hash :
834e8b77
Author :
Date :
2014-04-11T13:33:58
Move ShaderVariables to common shared source. Also move the block layout encoding utilities to the common folder. The combined changes allow us to include the shader and block code into both libGLESv2 and the translator separately. This in turn fixes the Chromium component build, where we were calling internal translator functions directly from libGLESv2. BUG=angle:568 Change-Id: Ibcfa2c936a7c737ad515c10bd24061ff39ee5747 Reviewed-on: https://chromium-review.googlesource.com/192891 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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#include "precompiled.h"
//
// 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 "libGLESv2/Uniform.h"
#include "common/utilities.h"
namespace gl
{
LinkedUniform::LinkedUniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize,
const int blockIndex, const BlockMemberInfo &blockInfo)
: type(type),
precision(precision),
name(name),
arraySize(arraySize),
blockIndex(blockIndex),
blockInfo(blockInfo),
data(NULL),
dirty(true),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX),
registerCount(0),
registerElement(0)
{
// We use data storage for default block uniforms to cache values that are sent to D3D during rendering
// Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
if (isInDefaultBlock())
{
size_t bytes = dataSize();
data = new unsigned char[bytes];
memset(data, 0, bytes);
registerCount = VariableRowCount(type) * elementCount();
}
}
LinkedUniform::~LinkedUniform()
{
delete[] data;
}
bool LinkedUniform::isArray() const
{
return arraySize > 0;
}
unsigned int LinkedUniform::elementCount() const
{
return arraySize > 0 ? arraySize : 1;
}
bool LinkedUniform::isReferencedByVertexShader() const
{
return vsRegisterIndex != GL_INVALID_INDEX;
}
bool LinkedUniform::isReferencedByFragmentShader() const
{
return psRegisterIndex != GL_INVALID_INDEX;
}
bool LinkedUniform::isInDefaultBlock() const
{
return blockIndex == -1;
}
size_t LinkedUniform::dataSize() const
{
ASSERT(type != GL_STRUCT_ANGLEX);
return UniformInternalSize(type) * elementCount();
}
bool LinkedUniform::isSampler() const
{
return IsSampler(type);
}
UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize)
: name(name),
elementIndex(elementIndex),
dataSize(dataSize),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX)
{
}
bool UniformBlock::isArrayElement() const
{
return elementIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByVertexShader() const
{
return vsRegisterIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByFragmentShader() const
{
return psRegisterIndex != GL_INVALID_INDEX;
}
}