Hash :
2dae09e8
Author :
Date :
2021-01-27T13:54:25
Fix draw mode validation of PPOs with geometry/tessellation The properties related to geometry and tessellation shaders were not being copied from the Program's exectuble to the Program Pipeline's. Bug: angleproject:5557 Bug: angleproject:5579 Change-Id: Ied6ff82c7e30f24504c9a3f5c008181b179b07ff Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2653909 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2017 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.
//
// ProgramPipeline.h: Defines the gl::ProgramPipeline class.
// Implements GL program pipeline objects and related functionality.
// [OpenGL ES 3.1] section 7.4 page 105.
#ifndef LIBANGLE_PROGRAMPIPELINE_H_
#define LIBANGLE_PROGRAMPIPELINE_H_
#include <memory>
#include "common/angleutils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Program.h"
#include "libANGLE/ProgramExecutable.h"
#include "libANGLE/RefCountObject.h"
namespace rx
{
class GLImplFactory;
class ProgramPipelineImpl;
} // namespace rx
namespace gl
{
class Context;
class ProgramPipeline;
class ProgramPipelineState final : angle::NonCopyable
{
public:
ProgramPipelineState();
~ProgramPipelineState();
const std::string &getLabel() const;
const ProgramExecutable &getProgramExecutable() const
{
ASSERT(mExecutable);
return *mExecutable;
}
ProgramExecutable &getProgramExecutable()
{
ASSERT(mExecutable);
return *mExecutable;
}
void activeShaderProgram(Program *shaderProgram);
void useProgramStages(const Context *context,
GLbitfield stages,
Program *shaderProgram,
std::vector<angle::ObserverBinding> *programObserverBindings);
Program *getActiveShaderProgram() { return mActiveShaderProgram; }
GLboolean isValid() const { return mValid; }
const Program *getShaderProgram(ShaderType shaderType) const { return mPrograms[shaderType]; }
bool usesShaderProgram(ShaderProgramID program) const;
void updateExecutableTextures();
rx::SpecConstUsageBits getSpecConstUsageBits() const;
private:
void useProgramStage(const Context *context,
ShaderType shaderType,
Program *shaderProgram,
angle::ObserverBinding *programObserverBindings);
friend class ProgramPipeline;
std::string mLabel;
// The active shader program
Program *mActiveShaderProgram;
// The shader programs for each stage.
ShaderMap<Program *> mPrograms;
GLboolean mValid;
ProgramExecutable *mExecutable;
bool mIsLinked;
};
class ProgramPipeline final : public RefCountObject<ProgramPipelineID>,
public LabeledObject,
public angle::ObserverInterface,
public HasAttachedShaders
{
public:
ProgramPipeline(rx::GLImplFactory *factory, ProgramPipelineID handle);
~ProgramPipeline() override;
void onDestroy(const Context *context) override;
void setLabel(const Context *context, const std::string &label) override;
const std::string &getLabel() const override;
const ProgramPipelineState &getState() const { return mState; }
ProgramPipelineState &getState() { return mState; }
const ProgramExecutable &getExecutable() const { return mState.getProgramExecutable(); }
ProgramExecutable &getExecutable() { return mState.getProgramExecutable(); }
rx::ProgramPipelineImpl *getImplementation() const;
Program *getActiveShaderProgram() { return mState.getActiveShaderProgram(); }
void activeShaderProgram(Program *shaderProgram);
Program *getLinkedActiveShaderProgram(const Context *context)
{
Program *program = mState.getActiveShaderProgram();
if (program)
{
program->resolveLink(context);
}
return program;
}
void useProgramStages(const Context *context, GLbitfield stages, Program *shaderProgram);
Program *getShaderProgram(ShaderType shaderType) const { return mState.mPrograms[shaderType]; }
void resetIsLinked() { mState.mIsLinked = false; }
angle::Result link(const gl::Context *context);
bool linkVaryings(InfoLog &infoLog) const;
void validate(const gl::Context *context);
bool validateSamplers(InfoLog *infoLog, const Caps &caps);
bool usesShaderProgram(ShaderProgramID program) const
{
return mState.usesShaderProgram(program);
}
GLboolean isValid() const { return mState.isValid(); }
// ObserverInterface implementation.
void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
Shader *getAttachedShader(ShaderType shaderType) const override;
private:
void updateLinkedShaderStages();
void updateExecutableAttributes();
void updateTransformFeedbackMembers();
void updateShaderStorageBlocks();
void updateImageBindings();
void updateExecutableGeometryProperties();
void updateExecutableTessellationProperties();
void updateHasBooleans();
void updateExecutable();
std::unique_ptr<rx::ProgramPipelineImpl> mProgramPipelineImpl;
ProgramPipelineState mState;
std::vector<angle::ObserverBinding> mProgramObserverBindings;
angle::ObserverBinding mExecutableObserverBinding;
};
} // namespace gl
#endif // LIBANGLE_PROGRAMPIPELINE_H_