Hash :
855d964b
Author :
Date :
2017-05-17T14:05:06
Prefix user-defined names in GLSL output Now user-defined names are prefixed by _u in GLSL output in case name hashing is not on. Internal names such as names of temporary variables created in AST transformations are written out as such. This makes handling of internal function names and internal variable names consistent. It also removes the possibility of name conflicts between user-defined names and internal names in case name hashing is not on. In the same vein, it makes it safe to use GLSL reserved words that are not reserved in ESSL as variable names in case name hashing is not on. This also makes the GLSL output more consistent with how names are handled in HLSL output. Name hashing code is shared between VariableInfo and OutputGLSLBase to ensure names are handled consistently in both. The name that's used in the shader source for a given interface variable is written out to ShaderVariable::mappedName. An exception needs to be made for identifiers close to the length limit, since adding any prefix would take them over the limit. But they can be just written out as such, since we don't have any builtins or ANGLE internal variables that have as long names and could create a conflict. BUG=angleproject:2139 BUG=angleproject:2038 TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38 Reviewed-on: https://chromium-review.googlesource.com/507647 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// 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()
: bufferIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
unsigned int arraySizeIn,
const int bindingIn,
const int offsetIn,
const int locationIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: bufferIndex(bufferIndexIn), blockInfo(blockInfoIn)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySize = arraySizeIn;
binding = bindingIn;
offset = offsetIn;
location = locationIn;
}
LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
: sh::Uniform(uniform), bufferIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::Uniform(uniform), bufferIndex(uniform.bufferIndex), 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);
bufferIndex = uniform.bufferIndex;
blockInfo = uniform.blockInfo;
return *this;
}
LinkedUniform::~LinkedUniform()
{
}
bool LinkedUniform::isInDefaultBlock() const
{
return bufferIndex == -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();
}
const uint8_t *LinkedUniform::data() const
{
return const_cast<LinkedUniform *>(this)->data();
}
bool LinkedUniform::isSampler() const
{
return IsSamplerType(type);
}
bool LinkedUniform::isImage() const
{
return IsImageType(type);
}
bool LinkedUniform::isAtomicCounter() const
{
return IsAtomicCounterType(type);
}
bool LinkedUniform::isField() const
{
return name.find('.') != std::string::npos;
}
size_t LinkedUniform::getElementSize() const
{
return VariableExternalSize(type);
}
size_t LinkedUniform::getElementComponents() const
{
return VariableComponentCount(type);
}
uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex)
{
ASSERT((!isArray() && elementIndex == 0) || (isArray() && elementIndex < arraySize));
return data() + (elementIndex > 0 ? (getElementSize() * elementIndex) : 0u);
}
const uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex) const
{
return const_cast<LinkedUniform *>(this)->getDataPtrToElement(elementIndex);
}
ShaderVariableBuffer::ShaderVariableBuffer()
: binding(0),
dataSize(0),
vertexStaticUse(false),
fragmentStaticUse(false),
computeStaticUse(false)
{
}
ShaderVariableBuffer::~ShaderVariableBuffer()
{
}
UniformBlock::UniformBlock() : isArray(false), arrayElement(0)
{
}
UniformBlock::UniformBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
int bindingIn)
: name(nameIn), mappedName(mappedNameIn), isArray(isArrayIn), arrayElement(arrayElementIn)
{
binding = bindingIn;
}
std::string UniformBlock::nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
std::string UniformBlock::mappedNameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << mappedName;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
}