Hash :
192745a7
Author :
Date :
2016-12-22T15:58:21
Add varying packing validation for WebGL. This CL moves the varying packing from the D3D layer up to Program. This is necessary for WebGL validation, and gives us consistency for the various back-ends. There may be some additional cleanup work on the VaryingPacking class, because it does some work that is D3D- specific. WebGL requires strict varying packing. Instead of allowing success unconditionally, it's an explicit error to succeed to pack a set of varyings that the sample algorithm would fail to pack. Introduce a new packing mode option to the varying packing class to handle this different packing style, while keeping our old more relaxed packing method for ES code. BUG=angleproject:1675 Change-Id: I674ae685ba573cc2ad7d9dfb7441efa8cb2d55fc Reviewed-on: https://chromium-review.googlesource.com/423254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright 2016 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.
//
// ProgramNULL.cpp:
// Implements the class methods for ProgramNULL.
//
#include "libANGLE/renderer/null/ProgramNULL.h"
#include "common/debug.h"
namespace rx
{
ProgramNULL::ProgramNULL(const gl::ProgramState &state) : ProgramImpl(state)
{
}
ProgramNULL::~ProgramNULL()
{
}
LinkResult ProgramNULL::load(const ContextImpl *contextImpl,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream)
{
return true;
}
gl::Error ProgramNULL::save(gl::BinaryOutputStream *stream)
{
return gl::NoError();
}
void ProgramNULL::setBinaryRetrievableHint(bool retrievable)
{
}
LinkResult ProgramNULL::link(const gl::ContextState &data,
const gl::VaryingPacking &packing,
gl::InfoLog &infoLog)
{
return true;
}
GLboolean ProgramNULL::validate(const gl::Caps &caps, gl::InfoLog *infoLog)
{
return GL_TRUE;
}
void ProgramNULL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
}
void ProgramNULL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
}
void ProgramNULL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
}
void ProgramNULL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
}
void ProgramNULL::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
}
void ProgramNULL::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
}
void ProgramNULL::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
}
void ProgramNULL::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
}
void ProgramNULL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
}
void ProgramNULL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
}
void ProgramNULL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
}
void ProgramNULL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
}
void ProgramNULL::setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
}
void ProgramNULL::setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
}
bool ProgramNULL::getUniformBlockSize(const std::string &blockName, size_t *sizeOut) const
{
// TODO(geofflang): Compute reasonable sizes?
*sizeOut = 0;
return true;
}
bool ProgramNULL::getUniformBlockMemberInfo(const std::string &memberUniformName,
sh::BlockMemberInfo *memberInfoOut) const
{
// TODO(geofflang): Compute reasonable values?
return true;
}
void ProgramNULL::setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs)
{
}
} // namespace rx