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.
//
#ifndef LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::Uniform
{
LinkedUniform();
LinkedUniform(GLenum type,
GLenum precision,
const std::string &name,
unsigned int arraySize,
const int binding,
const int offset,
const int location,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
LinkedUniform(const sh::Uniform &uniform);
LinkedUniform(const LinkedUniform &uniform);
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform();
size_t dataSize() const;
uint8_t *data()
{
if (mLazyData.empty())
{
// dataSize() will init the data store.
size_t size = dataSize();
memset(mLazyData.data(), 0, size);
}
return mLazyData.data();
}
const uint8_t *data() const;
bool isSampler() const;
bool isImage() const;
bool isAtomicCounter() const;
bool isInDefaultBlock() const;
bool isField() const;
size_t getElementSize() const;
size_t getElementComponents() const;
uint8_t *getDataPtrToElement(size_t elementIndex);
const uint8_t *getDataPtrToElement(size_t elementIndex) const;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
private:
mutable angle::MemoryBuffer mLazyData;
};
// 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
{
ShaderVariableBuffer();
virtual ~ShaderVariableBuffer();
ShaderVariableBuffer(const ShaderVariableBuffer &other) = default;
ShaderVariableBuffer &operator=(const ShaderVariableBuffer &other) = default;
int numActiveVariables() const { return static_cast<int>(memberIndexes.size()); }
int binding;
unsigned int dataSize;
std::vector<unsigned int> memberIndexes;
bool vertexStaticUse;
bool fragmentStaticUse;
bool computeStaticUse;
};
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader uniform block
struct UniformBlock : public ShaderVariableBuffer
{
UniformBlock();
UniformBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
int bindingIn);
UniformBlock(const UniformBlock &other) = default;
UniformBlock &operator=(const UniformBlock &other) = default;
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
std::string name;
std::string mappedName;
bool isArray;
unsigned int arrayElement;
};
}
#endif // LIBANGLE_UNIFORM_H_