Hash :
9fc3682c
Author :
Date :
2015-11-18T13:08:07
D3D: Rework varying packing code. In D3D we pack varyings by making a register map, and using the recommended GLSL ES algorithm to reserve register space. We use this map to assign row and column slots to each varying and then produce a semantic index value. The existing scheme had a number of bugs, and was failing several angle_end2end_tests. The new design cleans up the code somewhat and uses a different counting scheme for the semantic indexes: just sort the varyings in packing order and use a simple incrementing semantic index per varying. In SM4+, the HLSL compiler sorts and packs the varyings correctly itself, and in SM3, handle the cases we don't support by returning an error instead of a D3D compiler link error. Also refactor how we store varying information for TF Feedback/ StreamOut. Only store the necessary D3D information, instead of extra information like the name and type. This fixes several tests in GLSLTest/*. This also will allow us to fix interpolation qualifier packing and the structure packing in HLSL, which seems to work differently than the rest of the varying types. BUG=angleproject:1202 TEST=bots,dEQP-GLES3.functional.transform_feedback.* Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639 Reviewed-on: https://chromium-review.googlesource.com/311241 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 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.
//
// Vector:
// Vector class for linear math.
//
#ifndef UTIL_VECTOR_H
#define UTIL_VECTOR_H
#include <ostream>
struct Vector2
{
Vector2();
Vector2(float x, float y);
bool operator==(const Vector2 &vec) const;
bool operator!=(const Vector2 &vec) const;
static float length(const Vector2 &vec);
static float lengthSquared(const Vector2 &vec);
static Vector2 normalize(const Vector2 &vec);
float *data() { return &x; }
const float *data() const { return &x; }
float x, y;
};
std::ostream &operator<<(std::ostream &stream, const Vector2 &vec);
struct Vector3
{
Vector3();
Vector3(float x, float y, float z);
static float length(const Vector3 &vec);
static float lengthSquared(const Vector3 &vec);
static Vector3 normalize(const Vector3 &vec);
static float dot(const Vector3 &a, const Vector3 &b);
static Vector3 cross(const Vector3 &a, const Vector3 &b);
float *data() { return &x; }
const float *data() const { return &x; }
float x, y, z;
};
Vector3 operator*(const Vector3 &a, const Vector3 &b);
Vector3 operator*(const Vector3 &a, const float &b);
Vector3 operator/(const Vector3 &a, const Vector3 &b);
Vector3 operator/(const Vector3 &a, const float &b);
Vector3 operator+(const Vector3 &a, const Vector3 &b);
Vector3 operator-(const Vector3 &a, const Vector3 &b);
struct Vector4
{
Vector4();
Vector4(float x, float y, float z, float w);
static float length(const Vector4 &vec);
static float lengthSquared(const Vector4 &vec);
static Vector4 normalize(const Vector4 &vec);
static float dot(const Vector4 &a, const Vector4 &b);
float *data() { return &x; }
const float *data() const { return &x; }
float x, y, z, w;
};
#endif // UTIL_VECTOR_H