Hash :
be5e2ec3
Author :
Date :
2017-08-31T13:28:28
Remove uniform memory copy from GL front-end. This moves the uniform query to the back-end. In D3D, this requires a bit more redesign, especially for matrix uniforms. Gives about a 10% speed improvement in the GL/NULL uniforms stress test on Windows (UniformsBenchmark.Run/gl_null_400_vec4). BUG=angleproject:1390 Change-Id: Idac22a77118e9e94d2f28c585e31ff0bc785ba94 Reviewed-on: https://chromium-review.googlesource.com/623929 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// 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 "libANGLE/Uniform.h"
#include "common/utilities.h"
#include <cstring>
namespace gl
{
LinkedUniform::LinkedUniform()
: bufferIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
unsigned int arraySizeIn,
const int bindingIn,
const int offsetIn,
const int locationIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: bufferIndex(bufferIndexIn), blockInfo(blockInfoIn)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySize = arraySizeIn;
binding = bindingIn;
offset = offsetIn;
location = locationIn;
}
LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
: sh::Uniform(uniform), bufferIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::Uniform(uniform), bufferIndex(uniform.bufferIndex), blockInfo(uniform.blockInfo)
{
}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
sh::Uniform::operator=(uniform);
bufferIndex = uniform.bufferIndex;
blockInfo = uniform.blockInfo;
return *this;
}
LinkedUniform::~LinkedUniform()
{
}
bool LinkedUniform::isInDefaultBlock() const
{
return bufferIndex == -1;
}
bool LinkedUniform::isSampler() const
{
return IsSamplerType(type);
}
bool LinkedUniform::isImage() const
{
return IsImageType(type);
}
bool LinkedUniform::isAtomicCounter() const
{
return IsAtomicCounterType(type);
}
bool LinkedUniform::isField() const
{
return name.find('.') != std::string::npos;
}
size_t LinkedUniform::getElementSize() const
{
return VariableExternalSize(type);
}
size_t LinkedUniform::getElementComponents() const
{
return VariableComponentCount(type);
}
ShaderVariableBuffer::ShaderVariableBuffer()
: binding(0),
dataSize(0),
vertexStaticUse(false),
fragmentStaticUse(false),
computeStaticUse(false)
{
}
ShaderVariableBuffer::~ShaderVariableBuffer()
{
}
UniformBlock::UniformBlock() : isArray(false), arrayElement(0)
{
}
UniformBlock::UniformBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
int bindingIn)
: name(nameIn), mappedName(mappedNameIn), isArray(isArrayIn), arrayElement(arrayElementIn)
{
binding = bindingIn;
}
std::string UniformBlock::nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
std::string UniformBlock::mappedNameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << mappedName;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
}