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kc3-lang/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp

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  • Author : Jamie Madill
    Date : 2019-10-24 12:55:09
    Hash : a6206854
    Message : Enable "-Wmissing-field-initializers". This is another warning required by Skia. This one didn't find anything that surprising. Enabling the warning does help enforce code consistency and avoids a bit of possible undefined behaviour. Bug: angleproject:4046 Change-Id: Ifec7f4afad49cd820bf3c0a79df3f46559473ee2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1877477 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
  • //
    // Copyright 2012 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.
    //
    
    // ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader
    // executable implementation details.
    
    #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
    
    #include "libANGLE/Context.h"
    #include "libANGLE/renderer/d3d/d3d11/Context11.h"
    #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
    
    namespace rx
    {
    
    ShaderExecutable11::ShaderExecutable11(const void *function,
                                           size_t length,
                                           d3d11::PixelShader &&executable)
        : ShaderExecutableD3D(function, length),
          mPixelExecutable(std::move(executable)),
          mVertexExecutable(),
          mGeometryExecutable(),
          mStreamOutExecutable(),
          mComputeExecutable()
    {}
    
    ShaderExecutable11::ShaderExecutable11(const void *function,
                                           size_t length,
                                           d3d11::VertexShader &&executable,
                                           d3d11::GeometryShader &&streamOut)
        : ShaderExecutableD3D(function, length),
          mPixelExecutable(),
          mVertexExecutable(std::move(executable)),
          mGeometryExecutable(),
          mStreamOutExecutable(std::move(streamOut)),
          mComputeExecutable()
    {}
    
    ShaderExecutable11::ShaderExecutable11(const void *function,
                                           size_t length,
                                           d3d11::GeometryShader &&executable)
        : ShaderExecutableD3D(function, length),
          mPixelExecutable(),
          mVertexExecutable(),
          mGeometryExecutable(std::move(executable)),
          mStreamOutExecutable(),
          mComputeExecutable()
    {}
    
    ShaderExecutable11::ShaderExecutable11(const void *function,
                                           size_t length,
                                           d3d11::ComputeShader &&executable)
        : ShaderExecutableD3D(function, length),
          mPixelExecutable(),
          mVertexExecutable(),
          mGeometryExecutable(),
          mStreamOutExecutable(),
          mComputeExecutable(std::move(executable))
    {}
    
    ShaderExecutable11::~ShaderExecutable11() {}
    
    const d3d11::VertexShader &ShaderExecutable11::getVertexShader() const
    {
        return mVertexExecutable;
    }
    
    const d3d11::PixelShader &ShaderExecutable11::getPixelShader() const
    {
        return mPixelExecutable;
    }
    
    const d3d11::GeometryShader &ShaderExecutable11::getGeometryShader() const
    {
        return mGeometryExecutable;
    }
    
    const d3d11::GeometryShader &ShaderExecutable11::getStreamOutShader() const
    {
        return mStreamOutExecutable;
    }
    
    const d3d11::ComputeShader &ShaderExecutable11::getComputeShader() const
    {
        return mComputeExecutable;
    }
    
    UniformStorage11::UniformStorage11(size_t initialSize)
        : UniformStorageD3D(initialSize), mConstantBuffer()
    {}
    
    UniformStorage11::~UniformStorage11() {}
    
    angle::Result UniformStorage11::getConstantBuffer(const gl::Context *context,
                                                      Renderer11 *renderer,
                                                      const d3d11::Buffer **bufferOut)
    {
        if (size() > 0 && !mConstantBuffer.valid())
        {
            D3D11_BUFFER_DESC desc = {};
            desc.ByteWidth         = static_cast<unsigned int>(size());
            desc.Usage             = D3D11_USAGE_DEFAULT;
            desc.BindFlags         = D3D11_BIND_CONSTANT_BUFFER;
    
            ANGLE_TRY(
                renderer->allocateResource(GetImplAs<Context11>(context), desc, &mConstantBuffer));
        }
    
        *bufferOut = &mConstantBuffer;
        return angle::Result::Continue;
    }
    
    }  // namespace rx