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kc3-lang/angle/src/common/blocklayout.h

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  • Author : Jamie Madill
    Date : 2014-08-27 11:44:15
    Hash : a6f267f9
    Message : Fix row-major layout tracking in interface blocks. Some block field types, such as nested structs, were bugged. This only affects our "CollectVariables" path, not our current HLSL UBO path. BUG=angle:466 Change-Id: I2b8daf58aa7ec1ad06a80d38f57e76087eacccdc Reviewed-on: https://chromium-review.googlesource.com/213503 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nicolas Capens <capn@chromium.org>

  • src/common/blocklayout.h
  • //
    // Copyright (c) 2013-2014 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.
    //
    // blocklayout.h:
    //   Methods and classes related to uniform layout and packing in GLSL and HLSL.
    //
    
    #ifndef COMMON_BLOCKLAYOUT_H_
    #define COMMON_BLOCKLAYOUT_H_
    
    #include <cstddef>
    #include <vector>
    
    #include "angle_gl.h"
    #include <GLSLANG/ShaderLang.h>
    
    namespace sh
    {
    struct ShaderVariable;
    struct InterfaceBlockField;
    struct Uniform;
    struct Varying;
    struct InterfaceBlock;
    
    struct BlockMemberInfo
    {
        BlockMemberInfo(int offset, int arrayStride, int matrixStride, bool isRowMajorMatrix)
            : offset(offset),
              arrayStride(arrayStride),
              matrixStride(matrixStride),
              isRowMajorMatrix(isRowMajorMatrix)
        {}
    
        static BlockMemberInfo getDefaultBlockInfo()
        {
            return BlockMemberInfo(-1, -1, -1, false);
        }
    
        int offset;
        int arrayStride;
        int matrixStride;
        bool isRowMajorMatrix;
    };
    
    class BlockLayoutEncoder
    {
      public:
        BlockLayoutEncoder();
    
        BlockMemberInfo encodeType(GLenum type, unsigned int arraySize, bool isRowMajorMatrix);
    
        size_t getBlockSize() const { return mCurrentOffset * BytesPerComponent; }
        size_t getCurrentRegister() const { return mCurrentOffset / ComponentsPerRegister; }
        size_t getCurrentElement() const { return mCurrentOffset % ComponentsPerRegister; }
    
        virtual void enterAggregateType() = 0;
        virtual void exitAggregateType() = 0;
    
        static const size_t BytesPerComponent = 4u;
        static const unsigned int ComponentsPerRegister = 4u;
    
      protected:
        size_t mCurrentOffset;
    
        void nextRegister();
    
        virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut) = 0;
        virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride) = 0;
    };
    
    // Block layout according to the std140 block layout
    // See "Standard Uniform Block Layout" in Section 2.11.6 of the OpenGL ES 3.0 specification
    
    class Std140BlockEncoder : public BlockLayoutEncoder
    {
      public:
        Std140BlockEncoder();
    
        virtual void enterAggregateType();
        virtual void exitAggregateType();
    
      protected:
        virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
        virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
    };
    
    // Block layout packed according to the D3D9 or default D3D10+ register packing rules
    // See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx
    // The strategy should be ENCODE_LOOSE for D3D9 constant blocks, and ENCODE_PACKED
    // for everything else (D3D10+ constant blocks and all attributes/varyings).
    
    class HLSLBlockEncoder : public BlockLayoutEncoder
    {
      public:
        enum HLSLBlockEncoderStrategy
        {
            ENCODE_PACKED,
            ENCODE_LOOSE
        };
    
        HLSLBlockEncoder(HLSLBlockEncoderStrategy strategy);
    
        virtual void enterAggregateType();
        virtual void exitAggregateType();
        void skipRegisters(unsigned int numRegisters);
    
        bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; }
    
        static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType);
    
      protected:
        virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
        virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
    
        HLSLBlockEncoderStrategy mEncoderStrategy;
    };
    
    // This method returns the number of used registers for a ShaderVariable. It is dependent on the HLSLBlockEncoder
    // class to count the number of used registers in a struct (which are individually packed according to the same rules).
    unsigned int HLSLVariableRegisterCount(const Varying &variable);
    unsigned int HLSLVariableRegisterCount(const Uniform &variable, ShShaderOutput outputType);
    
    }
    
    #endif // COMMON_BLOCKLAYOUT_H_