Hash :
63805b47
Author :
Date :
2015-08-25T13:17:39
Make the Program's semantic index D3D-only. This concept isn't strictly necessary for GL-side validation. Instead we can use a bitset to track active attribs, and determine is a particular location is active. BUG=angleproject:1123 Change-Id: If7a920a3071672116bafffb3368671f721723b65 Reviewed-on: https://chromium-review.googlesource.com/294570 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#include "libANGLE/renderer/ProgramImpl.h"
#include "common/utilities.h"
namespace rx
{
LinkResult::LinkResult(bool linkSuccess, const gl::Error &error)
: linkSuccess(linkSuccess),
error(error)
{
}
ProgramImpl::ProgramImpl(const gl::Program::Data &data) : mData(data)
{
}
ProgramImpl::~ProgramImpl()
{
// Ensure that reset was called by the inherited class during destruction
ASSERT(mUniformIndex.size() == 0);
}
gl::LinkedUniform *ProgramImpl::getUniformByLocation(GLint location) const
{
ASSERT(location >= 0 && mUniformIndex.find(location) != mUniformIndex.end());
return mUniforms[mUniformIndex.at(location).index];
}
gl::LinkedUniform *ProgramImpl::getUniformByName(const std::string &name) const
{
for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
{
if (mUniforms[uniformIndex]->name == name)
{
return mUniforms[uniformIndex];
}
}
return NULL;
}
gl::UniformBlock *ProgramImpl::getUniformBlockByIndex(GLuint blockIndex) const
{
ASSERT(blockIndex < mUniformBlocks.size());
return mUniformBlocks[blockIndex];
}
GLint ProgramImpl::getUniformLocation(const std::string &name) const
{
size_t subscript = GL_INVALID_INDEX;
std::string baseName = gl::ParseUniformName(name, &subscript);
for (const auto &info : mUniformIndex)
{
GLuint location = info.first;
const gl::VariableLocation &uniform = info.second;
if (uniform.name == baseName)
{
const bool isArray = mUniforms[uniform.index]->isArray();
if ((isArray && uniform.element == subscript) ||
(subscript == GL_INVALID_INDEX))
{
return location;
}
}
}
return -1;
}
GLuint ProgramImpl::getUniformIndex(const std::string &name) const
{
size_t subscript = GL_INVALID_INDEX;
std::string baseName = gl::ParseUniformName(name, &subscript);
// The app is not allowed to specify array indices other than 0 for arrays of basic types
if (subscript != 0 && subscript != GL_INVALID_INDEX)
{
return GL_INVALID_INDEX;
}
unsigned int numUniforms = static_cast<unsigned int>(mUniforms.size());
for (unsigned int index = 0; index < numUniforms; index++)
{
if (mUniforms[index]->name == baseName)
{
if (mUniforms[index]->isArray() || subscript == GL_INVALID_INDEX)
{
return index;
}
}
}
return GL_INVALID_INDEX;
}
GLuint ProgramImpl::getUniformBlockIndex(const std::string &name) const
{
size_t subscript = GL_INVALID_INDEX;
std::string baseName = gl::ParseUniformName(name, &subscript);
unsigned int numUniformBlocks = static_cast<unsigned int>(mUniformBlocks.size());
for (unsigned int blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++)
{
const gl::UniformBlock &uniformBlock = *mUniformBlocks[blockIndex];
if (uniformBlock.name == baseName)
{
const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0);
if (subscript == uniformBlock.elementIndex || arrayElementZero)
{
return blockIndex;
}
}
}
return GL_INVALID_INDEX;
}
void ProgramImpl::reset()
{
SafeDeleteContainer(mUniforms);
mUniformIndex.clear();
SafeDeleteContainer(mUniformBlocks);
}
}