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kc3-lang/angle/src/libGLESv2/ProgramBinary.h

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  • Author : Jamie Madill
    Date : 2014-09-24 17:10:51
    Hash : 7acae0a1
    Message : Add a centralized workarounds module. This is a temporary home for the various workarounds we use for performance or to solve driver issues. Eventually we will want a standalone library we can use as part of Chromium or in ANGLE standalone. Re-land with member variable initialized. BUG=angle:729 Change-Id: If7f8f9596a39b2855366d9a67caebf6dd4197b55 Reviewed-on: https://chromium-review.googlesource.com/219868 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/ProgramBinary.h
  • //
    // Copyright (c) 2002-2014 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.
    //
    
    // Program.h: Defines the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #ifndef LIBGLESV2_PROGRAM_BINARY_H_
    #define LIBGLESV2_PROGRAM_BINARY_H_
    
    #include "common/RefCountObject.h"
    #include "angletypes.h"
    #include "common/mathutil.h"
    #include "libGLESv2/Uniform.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Constants.h"
    #include "libGLESv2/renderer/d3d/VertexDataManager.h"
    #include "libGLESv2/renderer/d3d/DynamicHLSL.h"
    
    #include "angle_gl.h"
    
    #include <string>
    #include <vector>
    
    namespace sh
    {
    class HLSLBlockEncoder;
    }
    
    #include <GLES3/gl3.h>
    #include <GLES2/gl2.h>
    #include <GLES2/gl2ext.h>
    
    #include <string>
    #include <vector>
    
    namespace rx
    {
    class ShaderExecutable;
    class Renderer;
    struct TranslatedAttribute;
    class UniformStorage;
    class ProgramImpl;
    }
    
    namespace gl
    {
    struct Caps;
    class Shader;
    class InfoLog;
    class AttributeBindings;
    class Buffer;
    class Framebuffer;
    
    // Struct used for correlating uniforms/elements of uniform arrays to handles
    struct VariableLocation
    {
        VariableLocation()
        {
        }
    
        VariableLocation(const std::string &name, unsigned int element, unsigned int index);
    
        std::string name;
        unsigned int element;
        unsigned int index;
    };
    
    struct LinkedVarying
    {
        LinkedVarying();
        LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName,
                      unsigned int semanticIndex, unsigned int semanticIndexCount);
    
        // Original GL name
        std::string name;
    
        GLenum type;
        GLsizei size;
    
        // DirectX semantic information
        std::string semanticName;
        unsigned int semanticIndex;
        unsigned int semanticIndexCount;
    };
    
    // This is the result of linking a program. It is the state that would be passed to ProgramBinary.
    class ProgramBinary : public RefCountObject
    {
      public:
        explicit ProgramBinary(rx::ProgramImpl *impl);
        ~ProgramBinary();
    
        rx::ProgramImpl *getImplementation() { return mProgram; }
        const rx::ProgramImpl *getImplementation() const { return mProgram; }
    
        GLuint getAttributeLocation(const char *name);
        int getSemanticIndex(int attributeIndex);
    
        GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex, const Caps &caps);
        GLenum getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
        GLint getUsedSamplerRange(SamplerType type);
        bool usesPointSize() const;
    
        GLint getUniformLocation(std::string name);
        GLuint getUniformIndex(std::string name);
        GLuint getUniformBlockIndex(std::string name);
        void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform1iv(GLint location, GLsizei count, const GLint *v);
        void setUniform2iv(GLint location, GLsizei count, const GLint *v);
        void setUniform3iv(GLint location, GLsizei count, const GLint *v);
        void setUniform4iv(GLint location, GLsizei count, const GLint *v);
        void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    
        void getUniformfv(GLint location, GLfloat *params);
        void getUniformiv(GLint location, GLint *params);
        void getUniformuiv(GLint location, GLuint *params);
    
        void dirtyAllUniforms();
    
        Error applyUniforms();
        Error applyUniformBuffers(const std::vector<Buffer*> boundBuffers, const Caps &caps);
    
        bool load(InfoLog &infoLog, GLenum binaryFormat, const void *binary, GLsizei length);
        bool save(GLenum *binaryFormat, void *binary, GLsizei bufSize, GLsizei *length);
        GLint getLength();
    
        bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, Shader *fragmentShader, Shader *vertexShader,
                  const std::vector<std::string>& transformFeedbackVaryings, GLenum transformFeedbackBufferMode, const Caps &caps);
        void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
    
        void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        GLint getActiveAttributeCount() const;
        GLint getActiveAttributeMaxLength() const;
    
        void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        GLint getActiveUniformCount() const;
        GLint getActiveUniformMaxLength() const;
        GLint getActiveUniformi(GLuint index, GLenum pname) const;
        bool isValidUniformLocation(GLint location) const;
        LinkedUniform *getUniformByLocation(GLint location) const;
        LinkedUniform *getUniformByName(const std::string &name) const;
    
        void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
        void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
        GLuint getActiveUniformBlockCount() const;
        GLuint getActiveUniformBlockMaxLength() const;
        UniformBlock *getUniformBlockByIndex(GLuint blockIndex);
    
        GLint getFragDataLocation(const char *name) const;
    
        size_t getTransformFeedbackVaryingCount() const;
        const LinkedVarying &getTransformFeedbackVarying(size_t idx) const;
        GLenum getTransformFeedbackBufferMode() const;
    
        void validate(InfoLog &infoLog, const Caps &caps);
        bool validateSamplers(InfoLog *infoLog, const Caps &caps);
        bool isValidated() const;
        void updateSamplerMapping();
    
        unsigned int getSerial() const;
    
        void initAttributesByLayout();
        void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
    
        const std::vector<LinkedUniform*> &getUniforms() const { return mUniforms; }
    
        static bool linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader);
    
      private:
        DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
    
        struct Sampler
        {
            Sampler();
    
            bool active;
            GLint logicalTextureUnit;
            GLenum textureType;
        };
    
        void reset();
    
        bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, const Shader *vertexShader);
    
        static bool linkValidateVariablesBase(InfoLog &infoLog,
                                              const std::string &variableName,
                                              const sh::ShaderVariable &vertexVariable,
                                              const sh::ShaderVariable &fragmentVariable,
                                              bool validatePrecision);
    
        static bool linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
        static bool linkValidateVaryings(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
        static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
        bool linkUniforms(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
        void defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister);
        void defineUniform(GLenum shader, const sh::ShaderVariable &uniform, const std::string &fullName, sh::HLSLBlockEncoder *encoder);
        bool indexSamplerUniform(const LinkedUniform &uniform, InfoLog &infoLog, const Caps &caps);
        bool indexUniforms(InfoLog &infoLog, const Caps &caps);
        static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
                                   std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
        bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
        bool linkUniformBlocks(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
        bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
                                                   const std::vector<std::string> &transformFeedbackVaryingNames,
                                                   GLenum transformFeedbackBufferMode,
                                                   std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings,
                                                   const Caps &caps) const;
        template <typename VarT>
        void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
                                       sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
                                       bool inRowMajorLayout);
        bool defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock, const Caps &caps);
        bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex, const Caps &caps);
        void defineOutputVariables(Shader *fragmentShader);
    
        template <typename T>
        void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
    
        template <int cols, int rows>
        void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
    
        template <typename T>
        void getUniformv(GLint location, T *params, GLenum uniformType);
    
        rx::ProgramImpl *mProgram;
    
        sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
        int mSemanticIndex[MAX_VERTEX_ATTRIBS];
        int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
    
        std::vector<Sampler> mSamplersPS;
        std::vector<Sampler> mSamplersVS;
        GLuint mUsedVertexSamplerRange;
        GLuint mUsedPixelSamplerRange;
        bool mDirtySamplerMapping;
    
        std::vector<LinkedUniform*> mUniforms;
        std::vector<UniformBlock*> mUniformBlocks;
        std::vector<VariableLocation> mUniformIndex;
        std::map<int, VariableLocation> mOutputVariables;
    
        bool mValidated;
    
        const unsigned int mSerial;
    
        static unsigned int issueSerial();
        static unsigned int mCurrentSerial;
    };
    
    }
    
    #endif   // LIBGLESV2_PROGRAM_BINARY_H_