Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2010 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/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
struct UniformTypeInfo;
struct ActiveVariable
{
ActiveVariable();
ActiveVariable(const ActiveVariable &rhs);
virtual ~ActiveVariable();
ActiveVariable &operator=(const ActiveVariable &rhs);
ShaderType getFirstShaderTypeWhereActive() const;
void setActive(ShaderType shaderType, bool used);
void unionReferencesWith(const ActiveVariable &other);
bool isActive(ShaderType shaderType) const
{
ASSERT(shaderType != ShaderType::InvalidEnum);
return mActiveUseBits[shaderType];
}
ShaderBitSet activeShaders() const { return mActiveUseBits; }
GLuint activeShaderCount() const;
private:
ShaderBitSet mActiveUseBits;
};
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::Uniform, public ActiveVariable
{
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 { return typeInfo->isSampler; }
bool isImage() const { return typeInfo->isImageType; }
bool isAtomicCounter() const { return IsAtomicCounterType(type); }
bool isInDefaultBlock() const { return bufferIndex == -1; }
bool isField() const { return name.find('.') != std::string::npos; }
size_t getElementSize() const { return typeInfo->externalSize; }
size_t getElementComponents() const { return typeInfo->componentCount; }
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 ActiveVariable
{
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 ActiveVariable
{
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;
};
} // namespace gl
#endif // LIBANGLE_UNIFORM_H_