Hash :
dd86dd15
        
        Author :
  
        
        Date :
2022-03-25T14:55:05
        
      
Cache outer array offset in linked uniforms. Our current tracking would only track one array dimension. For nested arrays the flattened parent index would be incorrect. Update this tracking so we can use it in the Vulkan descriptor set caching. Store this value as a separate integer member to avoid conflicting with other back-ends. Bug: angleproject:6776 Change-Id: Ie1a5dc3d64ccac23dffcc73684d619336cb0f0da Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3550824 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2010 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 LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
struct UniformTypeInfo;
struct ActiveVariable
{
    ActiveVariable();
    ActiveVariable(const ActiveVariable &rhs);
    virtual ~ActiveVariable();
    ActiveVariable &operator=(const ActiveVariable &rhs);
    ShaderType getFirstShaderTypeWhereActive() const;
    void setActive(ShaderType shaderType, bool used);
    void unionReferencesWith(const ActiveVariable &other);
    bool isActive(ShaderType shaderType) const
    {
        ASSERT(shaderType != ShaderType::InvalidEnum);
        return mActiveUseBits[shaderType];
    }
    ShaderBitSet activeShaders() const { return mActiveUseBits; }
    GLuint activeShaderCount() const;
  private:
    ShaderBitSet mActiveUseBits;
};
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::ShaderVariable, public ActiveVariable
{
    LinkedUniform();
    LinkedUniform(GLenum type,
                  GLenum precision,
                  const std::string &name,
                  const std::vector<unsigned int> &arraySizes,
                  const int binding,
                  const int offset,
                  const int location,
                  const int bufferIndex,
                  const sh::BlockMemberInfo &blockInfo);
    LinkedUniform(const sh::ShaderVariable &uniform);
    LinkedUniform(const LinkedUniform &uniform);
    LinkedUniform &operator=(const LinkedUniform &uniform);
    ~LinkedUniform() override;
    bool isSampler() const { return typeInfo->isSampler; }
    bool isImage() const { return typeInfo->isImageType; }
    bool isAtomicCounter() const { return IsAtomicCounterType(type); }
    bool isInDefaultBlock() const { return bufferIndex == -1; }
    bool isField() const { return name.find('.') != std::string::npos; }
    size_t getElementSize() const { return typeInfo->externalSize; }
    size_t getElementComponents() const { return typeInfo->componentCount; }
    const UniformTypeInfo *typeInfo;
    // Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
    int bufferIndex;
    sh::BlockMemberInfo blockInfo;
    std::vector<unsigned int> outerArraySizes;
    unsigned int outerArrayOffset;
};
struct BufferVariable : public sh::ShaderVariable, public ActiveVariable
{
    BufferVariable();
    BufferVariable(GLenum type,
                   GLenum precision,
                   const std::string &name,
                   const std::vector<unsigned int> &arraySizes,
                   const int bufferIndex,
                   const sh::BlockMemberInfo &blockInfo);
    ~BufferVariable() override;
    int bufferIndex;
    sh::BlockMemberInfo blockInfo;
    int topLevelArraySize;
};
// Parent struct for atomic counter, uniform block, and shader storage block buffer, which all
// contain a group of shader variables, and have a GL buffer backed.
struct ShaderVariableBuffer : public ActiveVariable
{
    ShaderVariableBuffer();
    ShaderVariableBuffer(const ShaderVariableBuffer &other);
    ~ShaderVariableBuffer() override;
    int numActiveVariables() const;
    int binding;
    unsigned int dataSize;
    std::vector<unsigned int> memberIndexes;
};
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader interface block
struct InterfaceBlock : public ShaderVariableBuffer
{
    InterfaceBlock();
    InterfaceBlock(const std::string &nameIn,
                   const std::string &mappedNameIn,
                   bool isArrayIn,
                   unsigned int arrayElementIn,
                   unsigned int firstFieldArraySizeIn,
                   int bindingIn);
    std::string nameWithArrayIndex() const;
    std::string mappedNameWithArrayIndex() const;
    std::string name;
    std::string mappedName;
    bool isArray;
    unsigned int arrayElement;
    unsigned int firstFieldArraySize;
};
}  // namespace gl
#endif  // LIBANGLE_UNIFORM_H_