Edit

kc3-lang/angle/src/libANGLE/queryconversions.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/queryconversions.cpp
  • //
    // 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.
    //
    
    // queryconversions.cpp: Implementation of state query cast conversions
    
    #include "libANGLE/queryconversions.h"
    
    #include "libANGLE/Context.h"
    #include "common/utilities.h"
    
    namespace gl
    {
    
    namespace
    {
    
    GLint64 ExpandFloatToInteger(GLfloat value)
    {
        return static_cast<GLint64>((static_cast<double>(0xFFFFFFFFULL) * value - 1.0) / 2.0);
    }
    
    template <typename QueryT>
    QueryT ClampToQueryRange(GLint64 value)
    {
        const GLint64 min = static_cast<GLint64>(std::numeric_limits<QueryT>::min());
        const GLint64 max = static_cast<GLint64>(std::numeric_limits<QueryT>::max());
        return static_cast<QueryT>(clamp(value, min, max));
    }
    
    template <typename QueryT, typename NativeT>
    QueryT CastStateValueToInt(GLenum pname, NativeT value)
    {
        GLenum queryType  = GLTypeToGLenum<QueryT>::value;
        GLenum nativeType = GLTypeToGLenum<NativeT>::value;
    
        if (nativeType == GL_FLOAT)
        {
            // RGBA color values and DepthRangeF values are converted to integer using Equation 2.4 from Table 4.5
            if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE || pname == GL_BLEND_COLOR)
            {
                return ClampToQueryRange<QueryT>(ExpandFloatToInteger(static_cast<GLfloat>(value)));
            }
            else
            {
                return gl::iround<QueryT>(static_cast<GLfloat>(value));
            }
        }
    
        // Clamp 64-bit int values when casting to int
        if (nativeType == GL_INT_64_ANGLEX && queryType == GL_INT)
        {
            GLint64 minIntValue = static_cast<GLint64>(std::numeric_limits<GLint>::min());
            GLint64 maxIntValue = static_cast<GLint64>(std::numeric_limits<GLint>::max());
            GLint64 clampedValue = std::max(std::min(static_cast<GLint64>(value), maxIntValue), minIntValue);
            return static_cast<QueryT>(clampedValue);
        }
    
        return static_cast<QueryT>(value);
    }
    
    template <typename QueryT, typename NativeT>
    QueryT CastStateValue(GLenum pname, NativeT value)
    {
        GLenum queryType = GLTypeToGLenum<QueryT>::value;
    
        switch (queryType)
        {
            case GL_INT:
                return CastStateValueToInt<QueryT, NativeT>(pname, value);
            case GL_INT_64_ANGLEX:
                return CastStateValueToInt<QueryT, NativeT>(pname, value);
            case GL_FLOAT:
                return static_cast<QueryT>(value);
            case GL_BOOL:
                return static_cast<QueryT>(value == static_cast<NativeT>(0) ? GL_FALSE : GL_TRUE);
            default:
                UNREACHABLE();
                return 0;
        }
    }
    
    }  // anonymous namespace
    
    template <>
    GLenum GLTypeToGLenum<GLint>::value = GL_INT;
    template <>
    GLenum GLTypeToGLenum<GLuint>::value = GL_UNSIGNED_INT;
    template <>
    GLenum GLTypeToGLenum<GLboolean>::value = GL_BOOL;
    template <>
    GLenum GLTypeToGLenum<GLint64>::value = GL_INT_64_ANGLEX;
    template <>
    GLenum GLTypeToGLenum<GLfloat>::value = GL_FLOAT;
    
    template <typename QueryT>
    void CastStateValues(Context *context, GLenum nativeType, GLenum pname,
                         unsigned int numParams, QueryT *outParams)
    {
        if (nativeType == GL_INT)
        {
            GLint *intParams = NULL;
            intParams = new GLint[numParams];
    
            context->getIntegerv(pname, intParams);
    
            for (unsigned int i = 0; i < numParams; ++i)
            {
                outParams[i] = CastStateValue<QueryT>(pname, intParams[i]);
            }
    
            delete [] intParams;
        }
        else if (nativeType == GL_BOOL)
        {
            GLboolean *boolParams = NULL;
            boolParams = new GLboolean[numParams];
    
            context->getBooleanv(pname, boolParams);
    
            for (unsigned int i = 0; i < numParams; ++i)
            {
                outParams[i] = (boolParams[i] == GL_FALSE ? static_cast<QueryT>(0) : static_cast<QueryT>(1));
            }
    
            delete [] boolParams;
        }
        else if (nativeType == GL_FLOAT)
        {
            GLfloat *floatParams = NULL;
            floatParams = new GLfloat[numParams];
    
            context->getFloatv(pname, floatParams);
    
            for (unsigned int i = 0; i < numParams; ++i)
            {
                outParams[i] = CastStateValue<QueryT>(pname, floatParams[i]);
            }
    
            delete [] floatParams;
        }
        else if (nativeType == GL_INT_64_ANGLEX)
        {
            GLint64 *int64Params = NULL;
            int64Params = new GLint64[numParams];
    
            context->getInteger64v(pname, int64Params);
    
            for (unsigned int i = 0; i < numParams; ++i)
            {
                outParams[i] = CastStateValue<QueryT>(pname, int64Params[i]);
            }
    
            delete [] int64Params;
        }
        else UNREACHABLE();
    }
    
    // Explicit template instantiation (how we export template functions in different files)
    // The calls below will make CastStateValues successfully link with the GL state query types
    // The GL state query API types are: bool, int, uint, float, int64
    
    template void CastStateValues<GLboolean>(Context *, GLenum, GLenum, unsigned int, GLboolean *);
    template void CastStateValues<GLint>(Context *, GLenum, GLenum, unsigned int, GLint *);
    template void CastStateValues<GLuint>(Context *, GLenum, GLenum, unsigned int, GLuint *);
    template void CastStateValues<GLfloat>(Context *, GLenum, GLenum, unsigned int, GLfloat *);
    template void CastStateValues<GLint64>(Context *, GLenum, GLenum, unsigned int, GLint64 *);
    
    }