Hash :
4a3c2341
Author :
Date :
2015-10-08T12:58:45
Program: Clean up UBO info gathering. The data size & block member info was getting messy, so clean up how we query this from the Impl layer. Also remove the register information from gl::UniformBlock, moving it into the D3D-only world. BUG=angleproject:1172 Change-Id: I40af658ebbd6b7c1a4251906a387ebcbb621cf77 Reviewed-on: https://chromium-review.googlesource.com/304150 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2015 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.
//
// ProgramGL.h: Defines the class interface for ProgramGL.
#ifndef LIBANGLE_RENDERER_GL_PROGRAMGL_H_
#define LIBANGLE_RENDERER_GL_PROGRAMGL_H_
#include "libANGLE/renderer/ProgramImpl.h"
namespace rx
{
class FunctionsGL;
class StateManagerGL;
struct SamplerBindingGL
{
GLenum textureType;
std::vector<GLuint> boundTextureUnits;
};
class ProgramGL : public ProgramImpl
{
public:
ProgramGL(const gl::Program::Data &data,
const FunctionsGL *functions,
StateManagerGL *stateManager);
~ProgramGL() override;
LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) override;
gl::Error save(gl::BinaryOutputStream *stream) override;
LinkResult link(const gl::Data &data, gl::InfoLog &infoLog) override;
GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) override;
bool getUniformBlockSize(const std::string &blockName, size_t *sizeOut) const override;
bool getUniformBlockMemberInfo(const std::string &memberUniformName,
sh::BlockMemberInfo *memberInfoOut) const override;
GLuint getProgramID() const;
const std::vector<SamplerBindingGL> &getAppliedSamplerUniforms() const;
private:
void reset();
// Helper function, makes it simpler to type.
GLint uniLoc(GLint glLocation) const { return mUniformRealLocationMap[glLocation]; }
const FunctionsGL *mFunctions;
StateManagerGL *mStateManager;
std::vector<GLint> mUniformRealLocationMap;
std::vector<GLuint> mUniformBlockRealLocationMap;
// An array of the samplers that are used by the program
std::vector<SamplerBindingGL> mSamplerBindings;
// A map from a mData.getUniforms() index to a mSamplerBindings index.
std::vector<size_t> mUniformIndexToSamplerIndex;
GLuint mProgramID;
};
}
#endif // LIBANGLE_RENDERER_GL_PROGRAMGL_H_