Hash :
8ff21aea
Author :
Date :
2014-02-04T16:04:05
Move storage for uniform blocks to the program binary. With dynamic shaders we may have multiple shader executables per program binary. We must store the uniforms outside the executable, in the program binary, to be consistent between variations. Change-Id: I1b29a5d78c72dede8562d4878569b609536ba074 Reviewed-on: https://chromium-review.googlesource.com/183586 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2002-2013 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.
//
// 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_
#define GL_APICALL
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <string>
#include <vector>
#include "common/RefCountObject.h"
#include "angletypes.h"
#include "common/mathutil.h"
#include "libGLESv2/Uniform.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Constants.h"
namespace rx
{
class ShaderExecutable;
class Renderer;
struct TranslatedAttribute;
class UniformStorage;
}
namespace gl
{
class FragmentShader;
class VertexShader;
class InfoLog;
class AttributeBindings;
class Buffer;
// 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;
};
// 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::Renderer *renderer);
~ProgramBinary();
rx::ShaderExecutable *getPixelExecutable() const;
rx::ShaderExecutable *getVertexExecutable() const;
rx::ShaderExecutable *getGeometryExecutable() const;
GLuint getAttributeLocation(const char *name);
int getSemanticIndex(int attributeIndex);
GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex);
TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
GLint getUsedSamplerRange(SamplerType type);
bool usesPointSize() const;
bool usesPointSpriteEmulation() const;
bool usesGeometryShader() const;
GLint getUniformLocation(std::string name);
GLuint getUniformIndex(std::string name);
GLuint getUniformBlockIndex(std::string name);
bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
bool setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
bool setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
bool setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
bool setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
bool setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params);
bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params);
void dirtyAllUniforms();
void applyUniforms();
bool applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers);
bool load(InfoLog &infoLog, const void *binary, GLsizei length);
bool save(void* binary, GLsizei bufSize, GLsizei *length);
GLint getLength();
bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
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;
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;
void validate(InfoLog &infoLog);
bool validateSamplers(InfoLog *infoLog);
bool isValidated() const;
unsigned int getSerial() const;
int getShaderVersion() const;
void initAttributesByLayout();
void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
static std::string decorateAttribute(const std::string &name); // Prepend an underscore
const UniformArray &getUniforms() const { return mUniforms; }
const rx::UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
const rx::UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
private:
DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
int packVaryings(InfoLog &infoLog, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader);
bool linkVaryings(InfoLog &infoLog, int registers, const sh::ShaderVariable *packing[][4],
std::string& pixelHLSL, std::string& vertexHLSL,
FragmentShader *fragmentShader, VertexShader *vertexShader);
std::string generateVaryingHLSL(FragmentShader *fragmentShader, const std::string &varyingSemantic) const;
bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
typedef sh::BlockMemberInfoArray::const_iterator BlockInfoItr;
template <class ShaderVarType>
bool linkValidateFields(InfoLog &infoLog, const std::string &varName, const ShaderVarType &vertexVar, const ShaderVarType &fragmentVar);
bool linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable, const sh::ShaderVariable &fragmentVariable, bool validatePrecision);
bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
bool linkValidateVariables(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
bool linkUniforms(InfoLog &infoLog, const std::vector<sh::Uniform> &vertexUniforms, const std::vector<sh::Uniform> &fragmentUniforms);
bool defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog);
bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
bool linkUniformBlocks(InfoLog &infoLog, const sh::ActiveInterfaceBlocks &vertexUniformBlocks, const sh::ActiveInterfaceBlocks &fragmentUniformBlocks);
void defineUniformBlockMembers(const std::vector<sh::InterfaceBlockField> &fields, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes);
bool defineUniformBlock(InfoLog &infoLog, GLenum shader, const sh::InterfaceBlock &interfaceBlock);
bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex);
void defineOutputVariables(FragmentShader *fragmentShader);
void initializeUniformStorage();
std::string generateGeometryShaderHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const;
std::string generatePointSpriteHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const;
template <typename T>
bool setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
template <int cols, int rows>
bool setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
template <typename T>
bool getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType);
static TextureType getTextureType(GLenum samplerType, InfoLog &infoLog);
rx::Renderer *const mRenderer;
rx::ShaderExecutable *mPixelExecutable;
rx::ShaderExecutable *mVertexExecutable;
rx::ShaderExecutable *mGeometryExecutable;
sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
int mSemanticIndex[MAX_VERTEX_ATTRIBS];
int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
struct Sampler
{
Sampler();
bool active;
GLint logicalTextureUnit;
TextureType textureType;
};
Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
bool mUsesPointSize;
int mShaderVersion;
UniformArray mUniforms;
UniformBlockArray mUniformBlocks;
typedef std::vector<VariableLocation> UniformIndex;
UniformIndex mUniformIndex;
typedef std::map<int, VariableLocation> ShaderVariableIndex;
ShaderVariableIndex mOutputVariables;
rx::UniformStorage *mVertexUniformStorage;
rx::UniformStorage *mFragmentUniformStorage;
bool mValidated;
const unsigned int mSerial;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBGLESV2_PROGRAM_BINARY_H_