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kc3-lang/angle/src/libGLESv2/Uniform.cpp

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  • Author : Jamie Madill
    Date : 2013-11-13 19:37:19
    Hash : fcef3366
    Message : Fix bug with nested struct uniforms. TRAC #22875 Change-Id: I204cea18a710f6b9206a578a69f1dbc1e13fbd71 Signed-off-by: Shannon Woods Signed-off-by: Geoff Lang

  • src/libGLESv2/Uniform.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2010-2013 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 "libGLESv2/Uniform.h"
    
    #include "common/utilities.h"
    
    namespace gl
    {
    
    Uniform::Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const int blockIndex, const sh::BlockMemberInfo &blockInfo)
        : type(type),
          precision(precision),
          name(name),
          arraySize(arraySize),
          blockIndex(blockIndex),
          blockInfo(blockInfo),
          data(NULL),
          dirty(true),
          psRegisterIndex(GL_INVALID_INDEX),
          vsRegisterIndex(GL_INVALID_INDEX),
          registerCount(0),
          registerElement(0)
    {
        // We use data storage for default block uniforms to cache values that are sent to D3D during rendering
        // Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
        if (isInDefaultBlock())
        {
            size_t bytes = dataSize();
            data = new unsigned char[bytes];
            memset(data, 0, bytes);
            registerCount = VariableRowCount(type) * elementCount();
        }
    }
    
    Uniform::~Uniform()
    {
        delete[] data;
    }
    
    bool Uniform::isArray() const
    {
        return arraySize > 0;
    }
    
    unsigned int Uniform::elementCount() const
    {
        return arraySize > 0 ? arraySize : 1;
    }
    
    bool Uniform::isReferencedByVertexShader() const
    {
        return vsRegisterIndex != GL_INVALID_INDEX;
    }
    
    bool Uniform::isReferencedByFragmentShader() const
    {
        return psRegisterIndex != GL_INVALID_INDEX;
    }
    
    bool Uniform::isInDefaultBlock() const
    {
        return blockIndex == -1;
    }
    
    size_t Uniform::dataSize() const
    {
        ASSERT(type != GL_STRUCT_ANGLEX);
        return UniformInternalSize(type) * elementCount();
    }
    
    UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize)
        : name(name),
          elementIndex(elementIndex),
          dataSize(dataSize),
          psRegisterIndex(GL_INVALID_INDEX),
          vsRegisterIndex(GL_INVALID_INDEX)
    {
    }
    
    bool UniformBlock::isArrayElement() const
    {
        return elementIndex != GL_INVALID_INDEX;
    }
    
    bool UniformBlock::isReferencedByVertexShader() const
    {
        return vsRegisterIndex != GL_INVALID_INDEX;
    }
    
    bool UniformBlock::isReferencedByFragmentShader() const
    {
        return psRegisterIndex != GL_INVALID_INDEX;
    }
    
    }