Hash :
0b7eef7c
Author :
Date :
2014-06-12T14:10:47
Removed common_includes.h reordered includes. Since we are not using precompiled headers anymore, remove common_includes.h so that fewer files are included in cpp files. Reordered includes to be in the following order: 1) Local ANGLE project headers, ordered by directory in descending depth 2) GL headers 3) STL headers This helps enforce the include-what-you-use principal by reducing the number of STL headers unexpectedly shared between files. This include order conflicts with some of the Google c++ style guide which states that STL includes should be first but this helps us catch more issues. Change-Id: I8f7785f4ad574e253dd3c7b4fb1e54d3ce3b99fc Reviewed-on: https://chromium-review.googlesource.com/214850 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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//
// 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.
//
#ifndef LIBGLESV2_UNIFORM_H_
#define LIBGLESV2_UNIFORM_H_
#include "common/debug.h"
#include "common/blocklayout.h"
#include "libGLESv2/angletypes.h"
#include "angle_gl.h"
#include <string>
#include <vector>
namespace gl
{
// Helper struct representing a single shader uniform
struct LinkedUniform
{
LinkedUniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const int blockIndex, const sh::BlockMemberInfo &blockInfo);
~LinkedUniform();
bool isArray() const;
unsigned int elementCount() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
bool isInDefaultBlock() const;
size_t dataSize() const;
bool isSampler() const;
const GLenum type;
const GLenum precision;
const std::string name;
const unsigned int arraySize;
const int blockIndex;
const sh::BlockMemberInfo blockInfo;
unsigned char *data;
bool dirty;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
unsigned int registerCount;
// Register "elements" are used for uniform structs in ES3, to appropriately identify single uniforms
// inside aggregate types, which are packed according C-like structure rules.
unsigned int registerElement;
};
// Helper struct representing a single shader uniform block
struct UniformBlock
{
// use GL_INVALID_INDEX for non-array elements
UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize);
bool isArrayElement() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
const std::string name;
const unsigned int elementIndex;
const unsigned int dataSize;
std::vector<unsigned int> memberUniformIndexes;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
};
}
#endif // LIBGLESV2_UNIFORM_H_