Hash :
465835d6
Author :
Date :
2017-09-26T13:34:10
Support arrays of arrays in the API The ShaderVariable class that is used as an interface between the compiler and the rest of the code gets arrays of arrays support. Array of array variables are passed from the compiler just like any other variables. However, when stored in Program state each innermost array constitutes a separate variable. This is done to make the implementation match the GLES specification for program interface query APIs. This will be tested more fully once support for parsing arrays of arrays lands in the compiler. TEST=angle_end2end_tests, angle_unittests BUG=angleproject:2125 Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb Reviewed-on: https://chromium-review.googlesource.com/684742 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
{
struct UniformTypeInfo;
struct StaticallyUsed
{
StaticallyUsed();
StaticallyUsed(const StaticallyUsed &rhs);
virtual ~StaticallyUsed();
StaticallyUsed &operator=(const StaticallyUsed &rhs);
void setStaticUse(GLenum shaderType, bool used);
void unionReferencesWith(const StaticallyUsed &other);
bool vertexStaticUse;
bool fragmentStaticUse;
bool computeStaticUse;
};
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::Uniform, public StaticallyUsed
{
LinkedUniform();
LinkedUniform(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
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() override;
bool isSampler() const;
bool isImage() const;
bool isAtomicCounter() const;
bool isInDefaultBlock() const;
bool isField() const;
size_t getElementSize() const;
size_t getElementComponents() const;
const UniformTypeInfo *typeInfo;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
};
struct BufferVariable : public sh::ShaderVariable, public StaticallyUsed
{
BufferVariable();
BufferVariable(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
~BufferVariable() override;
int bufferIndex;
sh::BlockMemberInfo blockInfo;
int topLevelArraySize;
};
// 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 : public StaticallyUsed
{
ShaderVariableBuffer();
ShaderVariableBuffer(const ShaderVariableBuffer &other);
~ShaderVariableBuffer() override;
int numActiveVariables() const;
int binding;
unsigned int dataSize;
std::vector<unsigned int> memberIndexes;
};
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader interface block
struct InterfaceBlock : public ShaderVariableBuffer
{
InterfaceBlock();
InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
int bindingIn);
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
std::string name;
std::string mappedName;
bool isArray;
unsigned int arrayElement;
};
}
#endif // LIBANGLE_UNIFORM_H_