Hash :
22438ad8
Author :
Date :
2023-08-02T14:01:45
Embed ActiveVariable into BufferVariable and ShaderVariableBuffer This CL embeds ActiveVariable into BufferVariable and ShaderVariableBuffer struct instead of subclass. This allows us to remove the virtual function of ~ActiveVariable(), which means ActiveVariable is a simple struct with basic types and memcpy can be used for load/save. Thus, in this CL, I also moved activeVariables to LinkedUniform::mFixedSizeData structure and let memcpy handle the load/save. Bug: b/275102061 Change-Id: I8d21080cfdd72d4d22cef927d136ca428d9b12e4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4722265 Reviewed-by: Roman Lavrov <romanl@google.com> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248
//
// 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.
//
#include "libANGLE/Uniform.h"
#include "common/BinaryStream.h"
#include "libANGLE/ProgramLinkedResources.h"
#include <cstring>
namespace gl
{
ActiveVariable::ActiveVariable()
{
std::fill(mIds.begin(), mIds.end(), 0);
}
ActiveVariable::~ActiveVariable() {}
ActiveVariable::ActiveVariable(const ActiveVariable &rhs) = default;
ActiveVariable &ActiveVariable::operator=(const ActiveVariable &rhs) = default;
void ActiveVariable::setActive(ShaderType shaderType, bool used, uint32_t id)
{
ASSERT(shaderType != ShaderType::InvalidEnum);
mActiveUseBits.set(shaderType, used);
mIds[shaderType] = id;
}
void ActiveVariable::unionReferencesWith(const ActiveVariable &other)
{
mActiveUseBits |= other.mActiveUseBits;
for (const ShaderType shaderType : AllShaderTypes())
{
ASSERT(mIds[shaderType] == 0 || other.mIds[shaderType] == 0 ||
mIds[shaderType] == other.mIds[shaderType]);
if (mIds[shaderType] == 0)
{
mIds[shaderType] = other.mIds[shaderType];
}
}
}
LinkedUniform::LinkedUniform()
{
mFixedSizeData.type = GL_NONE;
mFixedSizeData.precision = 0;
mFixedSizeData.flagBitsAsUInt = 0;
mFixedSizeData.location = -1;
mFixedSizeData.binding = -1;
mFixedSizeData.imageUnitFormat = GL_NONE;
mFixedSizeData.offset = -1;
mFixedSizeData.id = 0;
mFixedSizeData.flattenedOffsetInParentArrays = -1;
typeInfo = nullptr;
mFixedSizeData.bufferIndex = -1;
mFixedSizeData.blockInfo = sh::kDefaultBlockMemberInfo;
mFixedSizeData.outerArraySizeProduct = 1;
mFixedSizeData.outerArrayOffset = 0;
}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bindingIn,
const int offsetIn,
const int locationIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
{
mFixedSizeData.type = typeIn;
mFixedSizeData.precision = precisionIn;
mFixedSizeData.location = locationIn;
mFixedSizeData.binding = bindingIn;
mFixedSizeData.offset = offsetIn;
mFixedSizeData.bufferIndex = bufferIndexIn;
mFixedSizeData.blockInfo = blockInfoIn;
mFixedSizeData.flagBitsAsUInt = 0;
mFixedSizeData.id = 0;
mFixedSizeData.flattenedOffsetInParentArrays = -1;
mFixedSizeData.outerArraySizeProduct = 1;
mFixedSizeData.outerArrayOffset = 0;
mFixedSizeData.imageUnitFormat = GL_NONE;
name = nameIn;
typeInfo = &GetUniformTypeInfo(typeIn);
arraySizes = arraySizesIn;
ASSERT(!isArrayOfArrays());
ASSERT(!isArray() || !isStruct());
}
LinkedUniform::LinkedUniform(const LinkedUniform &other)
{
*this = other;
}
LinkedUniform::LinkedUniform(const UsedUniform &usedUniform)
{
mFixedSizeData.type = usedUniform.type;
mFixedSizeData.precision = usedUniform.precision;
mFixedSizeData.flagBits.staticUse = usedUniform.staticUse;
mFixedSizeData.flagBits.active = usedUniform.active;
mFixedSizeData.flagBits.isStruct = usedUniform.isStruct();
mFixedSizeData.flagBits.rasterOrdered = usedUniform.rasterOrdered;
mFixedSizeData.flagBits.readonly = usedUniform.readonly;
mFixedSizeData.flagBits.writeonly = usedUniform.writeonly;
mFixedSizeData.flagBits.isFragmentInOut = usedUniform.isFragmentInOut;
mFixedSizeData.flagBits.texelFetchStaticUse = usedUniform.texelFetchStaticUse;
mFixedSizeData.flattenedOffsetInParentArrays = usedUniform.getFlattenedOffsetInParentArrays();
mFixedSizeData.location = usedUniform.location;
mFixedSizeData.binding = usedUniform.binding;
mFixedSizeData.imageUnitFormat = usedUniform.imageUnitFormat;
mFixedSizeData.offset = usedUniform.offset;
mFixedSizeData.id = usedUniform.id;
mFixedSizeData.bufferIndex = usedUniform.bufferIndex;
mFixedSizeData.blockInfo = usedUniform.blockInfo;
mFixedSizeData.outerArraySizeProduct = ArraySizeProduct(usedUniform.outerArraySizes);
mFixedSizeData.outerArrayOffset = usedUniform.outerArrayOffset;
mFixedSizeData.activeVariable = usedUniform.activeVariable;
name = usedUniform.name;
mappedName = usedUniform.mappedName;
arraySizes = usedUniform.arraySizes;
typeInfo = usedUniform.typeInfo;
}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &other)
{
mFixedSizeData = other.mFixedSizeData;
name = other.name;
mappedName = other.mappedName;
arraySizes = other.arraySizes;
typeInfo = other.typeInfo;
return *this;
}
LinkedUniform::~LinkedUniform() {}
void LinkedUniform::save(BinaryOutputStream *stream) const
{
// mFixedSizeData is a simple structure with fundamental data types, we can just do bulk save
// for performance.
stream->writeBytes(reinterpret_cast<const unsigned char *>(&mFixedSizeData),
sizeof(mFixedSizeData));
stream->writeString(name);
stream->writeString(mappedName);
stream->writeIntVector(arraySizes);
}
void LinkedUniform::load(BinaryInputStream *stream)
{
// mFixedSizeData is a simple structure with fundamental data types, we can just do bulk load
// for performance.
stream->readBytes(reinterpret_cast<unsigned char *>(&mFixedSizeData), sizeof(mFixedSizeData));
stream->readString(&name);
stream->readString(&mappedName);
stream->readIntVector<unsigned int>(&arraySizes);
typeInfo = &GetUniformTypeInfo(getType());
}
BufferVariable::BufferVariable()
: bufferIndex(-1), blockInfo(sh::kDefaultBlockMemberInfo), topLevelArraySize(-1)
{}
BufferVariable::BufferVariable(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: bufferIndex(bufferIndexIn), blockInfo(blockInfoIn), topLevelArraySize(-1)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySizes = arraySizesIn;
}
BufferVariable::~BufferVariable() {}
ShaderVariableBuffer::ShaderVariableBuffer() : binding(0), dataSize(0) {}
ShaderVariableBuffer::ShaderVariableBuffer(const ShaderVariableBuffer &other) = default;
ShaderVariableBuffer::~ShaderVariableBuffer() {}
int ShaderVariableBuffer::numActiveVariables() const
{
return static_cast<int>(memberIndexes.size());
}
InterfaceBlock::InterfaceBlock() : isArray(false), isReadOnly(false), arrayElement(0) {}
InterfaceBlock::InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
bool isReadOnlyIn,
unsigned int arrayElementIn,
unsigned int firstFieldArraySizeIn,
int bindingIn)
: name(nameIn),
mappedName(mappedNameIn),
isArray(isArrayIn),
isReadOnly(isReadOnlyIn),
arrayElement(arrayElementIn),
firstFieldArraySize(firstFieldArraySizeIn)
{
binding = bindingIn;
}
InterfaceBlock::InterfaceBlock(const InterfaceBlock &other) = default;
std::string InterfaceBlock::nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
std::string InterfaceBlock::mappedNameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << mappedName;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
} // namespace gl