Edit

kc3-lang/angle/src/libANGLE/Uniform.cpp

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2015-09-11 13:25:51
    Hash : 62d31cb6
    Message : Re^6-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. Re^4-land with a fix for boolean uniform arrays and UBO uniforms. Re^5-land with a fix for a test warning on Linux. Re^6-land with a fix for transposed matrix uniform arrays. BUG=angleproject:1123 TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api Change-Id: Ie6fcde1c16eb05d67191b629338b88302a2563f5 Reviewed-on: https://chromium-review.googlesource.com/298971 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Uniform.cpp
  • //
    // 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 "libANGLE/Uniform.h"
    
    #include "common/utilities.h"
    
    #include <cstring>
    
    namespace gl
    {
    
    LinkedUniform::LinkedUniform()
        : blockIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
    {
    }
    
    LinkedUniform::LinkedUniform(GLenum typeIn,
                                 GLenum precisionIn,
                                 const std::string &nameIn,
                                 unsigned int arraySizeIn,
                                 const int blockIndexIn,
                                 const sh::BlockMemberInfo &blockInfoIn)
        : blockIndex(blockIndexIn), blockInfo(blockInfoIn)
    {
        type      = typeIn;
        precision = precisionIn;
        name      = nameIn;
        arraySize = arraySizeIn;
    }
    
    LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
        : sh::Uniform(uniform), blockIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
    {
    }
    
    LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
        : sh::Uniform(uniform), blockIndex(uniform.blockIndex), blockInfo(uniform.blockInfo)
    {
        // This function is not intended to be called during runtime.
        ASSERT(uniform.mLazyData.empty());
    }
    
    LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
    {
        // This function is not intended to be called during runtime.
        ASSERT(uniform.mLazyData.empty());
    
        sh::Uniform::operator=(uniform);
        blockIndex           = uniform.blockIndex;
        blockInfo            = uniform.blockInfo;
    
        return *this;
    }
    
    LinkedUniform::~LinkedUniform()
    {
    }
    
    bool LinkedUniform::isInDefaultBlock() const
    {
        return blockIndex == -1;
    }
    
    size_t LinkedUniform::dataSize() const
    {
        ASSERT(type != GL_STRUCT_ANGLEX);
        if (mLazyData.empty())
        {
            mLazyData.resize(VariableExternalSize(type) * elementCount());
            ASSERT(!mLazyData.empty());
        }
    
        return mLazyData.size();
    }
    
    uint8_t *LinkedUniform::data()
    {
        if (mLazyData.empty())
        {
            // dataSize() will init the data store.
            size_t size = dataSize();
            memset(mLazyData.data(), 0, size);
        }
    
        return mLazyData.data();
    }
    
    const uint8_t *LinkedUniform::data() const
    {
        return const_cast<LinkedUniform *>(this)->data();
    }
    
    bool LinkedUniform::isSampler() const
    {
        return IsSamplerType(type);
    }
    
    bool LinkedUniform::isField() const
    {
        return name.find('.') != std::string::npos;
    }
    
    size_t LinkedUniform::getElementSize() const
    {
        return VariableExternalSize(type);
    }
    
    uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex)
    {
        ASSERT((!isArray() && elementIndex == 0) || (isArray() && elementIndex < arraySize));
        return data() + getElementSize() * elementIndex;
    }
    
    const uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex) const
    {
        return const_cast<LinkedUniform *>(this)->getDataPtrToElement(elementIndex);
    }
    
    UniformBlock::UniformBlock()
        : isArray(false),
          arrayElement(0),
          dataSize(0),
          vertexStaticUse(false),
          fragmentStaticUse(false),
          psRegisterIndex(GL_INVALID_INDEX),
          vsRegisterIndex(GL_INVALID_INDEX)
    {
    }
    
    UniformBlock::UniformBlock(const std::string &nameIn, bool isArrayIn, unsigned int arrayElementIn)
        : name(nameIn),
          isArray(isArrayIn),
          arrayElement(arrayElementIn),
          dataSize(0),
          vertexStaticUse(false),
          fragmentStaticUse(false),
          psRegisterIndex(GL_INVALID_INDEX),
          vsRegisterIndex(GL_INVALID_INDEX)
    {
    }
    
    }