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//
// Copyright 2020 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.
//
// ProgramExecutable.h: Collects the information and interfaces common to both Programs and
// ProgramPipelines in order to execute/draw with either.
#ifndef LIBANGLE_PROGRAMEXECUTABLE_H_
#define LIBANGLE_PROGRAMEXECUTABLE_H_
#include "libANGLE/Caps.h"
#include "libANGLE/InfoLog.h"
#include "libANGLE/VaryingPacking.h"
#include "libANGLE/angletypes.h"
namespace gl
{
// This small structure encapsulates binding sampler uniforms to active GL textures.
struct SamplerBinding
{
SamplerBinding(TextureType textureTypeIn,
SamplerFormat formatIn,
size_t elementCount,
bool unreferenced);
SamplerBinding(const SamplerBinding &other);
~SamplerBinding();
// Necessary for retrieving active textures from the GL state.
TextureType textureType;
SamplerFormat format;
// List of all textures bound to this sampler, of type textureType.
std::vector<GLuint> boundTextureUnits;
// A note if this sampler is an unreferenced uniform.
bool unreferenced;
};
struct ImageBinding
{
ImageBinding(size_t count);
ImageBinding(GLuint imageUnit, size_t count, bool unreferenced);
ImageBinding(const ImageBinding &other);
~ImageBinding();
std::vector<GLuint> boundImageUnits;
// A note if this image unit is an unreferenced uniform.
bool unreferenced;
};
class ProgramState;
class ProgramPipelineState;
class ProgramExecutable
{
public:
ProgramExecutable();
virtual ~ProgramExecutable();
void reset();
const ProgramState *getProgramState(ShaderType shaderType) const;
int getInfoLogLength() const;
InfoLog &getInfoLog() { return mInfoLog; }
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
std::string getInfoLogString() const;
void resetInfoLog() { mInfoLog.reset(); }
const ShaderBitSet &getLinkedShaderStages() const { return mLinkedShaderStages; }
ShaderBitSet &getLinkedShaderStages() { return mLinkedShaderStages; }
bool hasLinkedShaderStage(ShaderType shaderType) const
{
ASSERT(shaderType != ShaderType::InvalidEnum);
return mLinkedShaderStages[shaderType];
}
size_t getLinkedShaderStageCount() const { return mLinkedShaderStages.count(); }
bool isCompute() const { return hasLinkedShaderStage(ShaderType::Compute); }
const AttributesMask &getActiveAttribLocationsMask() const
{
return mActiveAttribLocationsMask;
}
bool isAttribLocationActive(size_t attribLocation) const;
const AttributesMask &getNonBuiltinAttribLocationsMask() const { return mAttributesMask; }
unsigned int getMaxActiveAttribLocation() const { return mMaxActiveAttribLocation; }
const ComponentTypeMask &getAttributesTypeMask() const { return mAttributesTypeMask; }
AttributesMask getAttributesMask() const;
const ActiveTextureMask &getActiveSamplersMask() const { return mActiveSamplersMask; }
SamplerFormat getSamplerFormatForTextureUnitIndex(size_t textureUnitIndex) const
{
return mActiveSamplerFormats[textureUnitIndex];
}
const ShaderBitSet getSamplerShaderBitsForTextureUnitIndex(size_t textureUnitIndex) const
{
return mActiveSamplerShaderBits[textureUnitIndex];
}
const ActiveTextureMask &getActiveImagesMask() const { return mActiveImagesMask; }
const ActiveTextureArray<ShaderBitSet> &getActiveImageShaderBits() const
{
return mActiveImageShaderBits;
}
const ActiveTextureArray<TextureType> &getActiveSamplerTypes() const
{
return mActiveSamplerTypes;
}
bool hasDefaultUniforms() const;
bool hasTextures() const;
bool hasUniformBuffers() const;
bool hasStorageBuffers() const;
bool hasAtomicCounterBuffers() const;
bool hasImages() const;
bool hasTransformFeedbackOutput() const;
// Count the number of uniform and storage buffer declarations, counting arrays as one.
size_t getTransformFeedbackBufferCount(const gl::State &glState) const;
bool linkValidateGlobalNames(InfoLog &infoLog) const;
// TODO: http://anglebug.com/4520: Remove mProgramState/mProgramPipelineState
void setProgramState(ProgramState *state)
{
ASSERT(!mProgramState && !mProgramPipelineState);
mProgramState = state;
}
void setProgramPipelineState(ProgramPipelineState *state)
{
ASSERT(!mProgramState && !mProgramPipelineState);
mProgramPipelineState = state;
}
private:
// TODO(timvp): http://anglebug.com/3570: Investigate removing these friend
// class declarations and accessing the necessary members with getters/setters.
friend class Program;
friend class ProgramPipeline;
friend class ProgramState;
void updateActiveSamplers(const ProgramState &programState);
void updateActiveImages(std::vector<ImageBinding> &imageBindings);
// Scans the sampler bindings for type conflicts with sampler 'textureUnitIndex'.
void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex,
std::vector<SamplerBinding> &samplerBindings);
// TODO: http://anglebug.com/4520: Remove mProgramState/mProgramPipelineState
ProgramState *mProgramState;
ProgramPipelineState *mProgramPipelineState;
InfoLog mInfoLog;
ShaderBitSet mLinkedShaderStages;
angle::BitSet<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
unsigned int mMaxActiveAttribLocation;
ComponentTypeMask mAttributesTypeMask;
// mAttributesMask is identical to mActiveAttribLocationsMask with built-in attributes removed.
AttributesMask mAttributesMask;
// Cached mask of active samplers and sampler types.
ActiveTextureMask mActiveSamplersMask;
ActiveTextureArray<uint32_t> mActiveSamplerRefCounts;
ActiveTextureArray<TextureType> mActiveSamplerTypes;
ActiveTextureArray<SamplerFormat> mActiveSamplerFormats;
ActiveTextureArray<ShaderBitSet> mActiveSamplerShaderBits;
// Cached mask of active images.
ActiveTextureMask mActiveImagesMask;
ActiveTextureArray<ShaderBitSet> mActiveImageShaderBits;
};
} // namespace gl
#endif // LIBANGLE_PROGRAMEXECUTABLE_H_