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>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116
//
// Copyright 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.
//
// ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
#ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
#define LIBANGLE_RENDERER_PROGRAMIMPL_H_
#include "common/angleutils.h"
#include "libANGLE/BinaryStream.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include <map>
namespace gl
{
class Context;
class VaryingPacking;
}
namespace sh
{
struct BlockMemberInfo;
}
namespace rx
{
class ProgramImpl : angle::NonCopyable
{
public:
ProgramImpl(const gl::ProgramState &state) : mState(state) {}
virtual ~ProgramImpl() {}
virtual void destroy(const gl::Context *context) {}
virtual gl::LinkResult load(const gl::Context *context,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream) = 0;
virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
virtual void setBinaryRetrievableHint(bool retrievable) = 0;
virtual void setSeparable(bool separable) = 0;
virtual gl::LinkResult link(const gl::Context *context,
const gl::VaryingPacking &packing,
gl::InfoLog &infoLog) = 0;
virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 0;
virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
// Done in the back-end to avoid having to keep a system copy of uniform data.
virtual void getUniformfv(const gl::Context *context,
GLint location,
GLfloat *params) const = 0;
virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0;
virtual void getUniformuiv(const gl::Context *context,
GLint location,
GLuint *params) const = 0;
// TODO: synchronize in syncState when dirty bits exist.
virtual void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0;
// May only be called after a successful link operation.
// Return false for inactive blocks.
virtual bool getUniformBlockSize(const std::string &blockName,
const std::string &blockMappedName,
size_t *sizeOut) const = 0;
// May only be called after a successful link operation.
// Returns false for inactive members.
virtual bool getUniformBlockMemberInfo(const std::string &memberUniformName,
const std::string &memberUniformMappedName,
sh::BlockMemberInfo *memberInfoOut) const = 0;
// CHROMIUM_path_rendering
// Set parameters to control fragment shader input variable interpolation
virtual void setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs) = 0;
// Implementation-specific method for ignoring unreferenced uniforms. Some implementations may
// perform more extensive analysis and ignore some locations that ANGLE doesn't detect as
// unreferenced. This method is not required to be overriden by a back-end.
virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations) {}
protected:
const gl::ProgramState &mState;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_