| // | |
| // Copyright (c) 2002-2014 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. | |
| // | |
| // Program.cpp: Implements the gl::Program class. Implements GL program objects | |
| // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. | |
| #include "libANGLE/Program.h" | |
| #include <algorithm> | |
| #include "common/BitSetIterator.h" | |
| #include "common/debug.h" | |
| #include "common/platform.h" | |
| #include "common/utilities.h" | |
| #include "common/version.h" | |
| #include "compiler/translator/blocklayout.h" | |
| #include "libANGLE/ContextState.h" | |
| #include "libANGLE/ResourceManager.h" | |
| #include "libANGLE/features.h" | |
| #include "libANGLE/renderer/GLImplFactory.h" | |
| #include "libANGLE/renderer/ProgramImpl.h" | |
| #include "libANGLE/queryconversions.h" | |
| #include "libANGLE/Uniform.h" | |
| namespace gl | |
| { | |
| namespace | |
| { | |
| void WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var) | |
| { | |
| stream->writeInt(var.type); | |
| stream->writeInt(var.precision); | |
| stream->writeString(var.name); | |
| stream->writeString(var.mappedName); | |
| stream->writeInt(var.arraySize); | |
| stream->writeInt(var.staticUse); | |
| stream->writeString(var.structName); | |
| ASSERT(var.fields.empty()); | |
| } | |
| void LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var) | |
| { | |
| var->type = stream->readInt<GLenum>(); | |
| var->precision = stream->readInt<GLenum>(); | |
| var->name = stream->readString(); | |
| var->mappedName = stream->readString(); | |
| var->arraySize = stream->readInt<unsigned int>(); | |
| var->staticUse = stream->readBool(); | |
| var->structName = stream->readString(); | |
| } | |
| // This simplified cast function doesn't need to worry about advanced concepts like | |
| // depth range values, or casting to bool. | |
| template <typename DestT, typename SrcT> | |
| DestT UniformStateQueryCast(SrcT value); | |
| // From-Float-To-Integer Casts | |
| template <> | |
| GLint UniformStateQueryCast(GLfloat value) | |
| { | |
| return clampCast<GLint>(roundf(value)); | |
| } | |
| template <> | |
| GLuint UniformStateQueryCast(GLfloat value) | |
| { | |
| return clampCast<GLuint>(roundf(value)); | |
| } | |
| // From-Integer-to-Integer Casts | |
| template <> | |
| GLint UniformStateQueryCast(GLuint value) | |
| { | |
| return clampCast<GLint>(value); | |
| } | |
| template <> | |
| GLuint UniformStateQueryCast(GLint value) | |
| { | |
| return clampCast<GLuint>(value); | |
| } | |
| // From-Boolean-to-Anything Casts | |
| template <> | |
| GLfloat UniformStateQueryCast(GLboolean value) | |
| { | |
| return (value == GL_TRUE ? 1.0f : 0.0f); | |
| } | |
| template <> | |
| GLint UniformStateQueryCast(GLboolean value) | |
| { | |
| return (value == GL_TRUE ? 1 : 0); | |
| } | |
| template <> | |
| GLuint UniformStateQueryCast(GLboolean value) | |
| { | |
| return (value == GL_TRUE ? 1u : 0u); | |
| } | |
| // Default to static_cast | |
| template <typename DestT, typename SrcT> | |
| DestT UniformStateQueryCast(SrcT value) | |
| { | |
| return static_cast<DestT>(value); | |
| } | |
| template <typename SrcT, typename DestT> | |
| void UniformStateQueryCastLoop(DestT *dataOut, const uint8_t *srcPointer, int components) | |
| { | |
| for (int comp = 0; comp < components; ++comp) | |
| { | |
| // We only work with strides of 4 bytes for uniform components. (GLfloat/GLint) | |
| // Don't use SrcT stride directly since GLboolean has a stride of 1 byte. | |
| size_t offset = comp * 4; | |
| const SrcT *typedSrcPointer = reinterpret_cast<const SrcT *>(&srcPointer[offset]); | |
| dataOut[comp] = UniformStateQueryCast<DestT>(*typedSrcPointer); | |
| } | |
| } | |
| bool UniformInList(const std::vector<LinkedUniform> &list, const std::string &name) | |
| { | |
| for (const LinkedUniform &uniform : list) | |
| { | |
| if (uniform.name == name) | |
| return true; | |
| } | |
| return false; | |
| } | |
| } // anonymous namespace | |
| const char *const g_fakepath = "C:\\fakepath"; | |
| InfoLog::InfoLog() | |
| { | |
| } | |
| InfoLog::~InfoLog() | |
| { | |
| } | |
| size_t InfoLog::getLength() const | |
| { | |
| const std::string &logString = mStream.str(); | |
| return logString.empty() ? 0 : logString.length() + 1; | |
| } | |
| void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const | |
| { | |
| size_t index = 0; | |
| if (bufSize > 0) | |
| { | |
| const std::string str(mStream.str()); | |
| if (!str.empty()) | |
| { | |
| index = std::min(static_cast<size_t>(bufSize) - 1, str.length()); | |
| memcpy(infoLog, str.c_str(), index); | |
| } | |
| infoLog[index] = '\0'; | |
| } | |
| if (length) | |
| { | |
| *length = static_cast<GLsizei>(index); | |
| } | |
| } | |
| // append a santized message to the program info log. | |
| // The D3D compiler includes a fake file path in some of the warning or error | |
| // messages, so lets remove all occurrences of this fake file path from the log. | |
| void InfoLog::appendSanitized(const char *message) | |
| { | |
| std::string msg(message); | |
| size_t found; | |
| do | |
| { | |
| found = msg.find(g_fakepath); | |
| if (found != std::string::npos) | |
| { | |
| msg.erase(found, strlen(g_fakepath)); | |
| } | |
| } | |
| while (found != std::string::npos); | |
| mStream << message << std::endl; | |
| } | |
| void InfoLog::reset() | |
| { | |
| } | |
| VariableLocation::VariableLocation() : name(), element(0), index(0), used(false), ignored(false) | |
| { | |
| } | |
| VariableLocation::VariableLocation(const std::string &name, | |
| unsigned int element, | |
| unsigned int index) | |
| : name(name), element(element), index(index), used(true), ignored(false) | |
| { | |
| } | |
| void Program::Bindings::bindLocation(GLuint index, const std::string &name) | |
| { | |
| mBindings[name] = index; | |
| } | |
| int Program::Bindings::getBinding(const std::string &name) const | |
| { | |
| auto iter = mBindings.find(name); | |
| return (iter != mBindings.end()) ? iter->second : -1; | |
| } | |
| Program::Bindings::const_iterator Program::Bindings::begin() const | |
| { | |
| return mBindings.begin(); | |
| } | |
| Program::Bindings::const_iterator Program::Bindings::end() const | |
| { | |
| return mBindings.end(); | |
| } | |
| ProgramState::ProgramState() | |
| : mLabel(), | |
| mAttachedFragmentShader(nullptr), | |
| mAttachedVertexShader(nullptr), | |
| mAttachedComputeShader(nullptr), | |
| mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS), | |
| mBinaryRetrieveableHint(false) | |
| { | |
| mComputeShaderLocalSize.fill(1); | |
| } | |
| ProgramState::~ProgramState() | |
| { | |
| if (mAttachedVertexShader != nullptr) | |
| { | |
| mAttachedVertexShader->release(); | |
| } | |
| if (mAttachedFragmentShader != nullptr) | |
| { | |
| mAttachedFragmentShader->release(); | |
| } | |
| if (mAttachedComputeShader != nullptr) | |
| { | |
| mAttachedComputeShader->release(); | |
| } | |
| } | |
| const std::string &ProgramState::getLabel() | |
| { | |
| return mLabel; | |
| } | |
| const LinkedUniform *ProgramState::getUniformByName(const std::string &name) const | |
| { | |
| for (const LinkedUniform &linkedUniform : mUniforms) | |
| { | |
| if (linkedUniform.name == name) | |
| { | |
| return &linkedUniform; | |
| } | |
| } | |
| return nullptr; | |
| } | |
| GLint ProgramState::getUniformLocation(const std::string &name) const | |
| { | |
| size_t subscript = GL_INVALID_INDEX; | |
| std::string baseName = gl::ParseUniformName(name, &subscript); | |
| for (size_t location = 0; location < mUniformLocations.size(); ++location) | |
| { | |
| const VariableLocation &uniformLocation = mUniformLocations[location]; | |
| if (!uniformLocation.used) | |
| { | |
| continue; | |
| } | |
| const LinkedUniform &uniform = mUniforms[uniformLocation.index]; | |
| if (uniform.name == baseName) | |
| { | |
| if (uniform.isArray()) | |
| { | |
| if (uniformLocation.element == subscript || | |
| (uniformLocation.element == 0 && subscript == GL_INVALID_INDEX)) | |
| { | |
| return static_cast<GLint>(location); | |
| } | |
| } | |
| else | |
| { | |
| if (subscript == GL_INVALID_INDEX) | |
| { | |
| return static_cast<GLint>(location); | |
| } | |
| } | |
| } | |
| } | |
| return -1; | |
| } | |
| GLuint ProgramState::getUniformIndex(const std::string &name) const | |
| { | |
| size_t subscript = GL_INVALID_INDEX; | |
| std::string baseName = gl::ParseUniformName(name, &subscript); | |
| // The app is not allowed to specify array indices other than 0 for arrays of basic types | |
| if (subscript != 0 && subscript != GL_INVALID_INDEX) | |
| { | |
| return GL_INVALID_INDEX; | |
| } | |
| for (size_t index = 0; index < mUniforms.size(); index++) | |
| { | |
| const LinkedUniform &uniform = mUniforms[index]; | |
| if (uniform.name == baseName) | |
| { | |
| if (uniform.isArray() || subscript == GL_INVALID_INDEX) | |
| { | |
| return static_cast<GLuint>(index); | |
| } | |
| } | |
| } | |
| return GL_INVALID_INDEX; | |
| } | |
| Program::Program(rx::GLImplFactory *factory, ResourceManager *manager, GLuint handle) | |
| : mProgram(factory->createProgram(mState)), | |
| mValidated(false), | |
| mLinked(false), | |
| mDeleteStatus(false), | |
| mRefCount(0), | |
| mResourceManager(manager), | |
| mHandle(handle), | |
| mSamplerUniformRange(0, 0) | |
| { | |
| ASSERT(mProgram); | |
| resetUniformBlockBindings(); | |
| unlink(); | |
| } | |
| Program::~Program() | |
| { | |
| unlink(true); | |
| SafeDelete(mProgram); | |
| } | |
| void Program::setLabel(const std::string &label) | |
| { | |
| mState.mLabel = label; | |
| } | |
| const std::string &Program::getLabel() const | |
| { | |
| return mState.mLabel; | |
| } | |
| void Program::attachShader(Shader *shader) | |
| { | |
| switch (shader->getType()) | |
| { | |
| case GL_VERTEX_SHADER: | |
| { | |
| ASSERT(!mState.mAttachedVertexShader); | |
| mState.mAttachedVertexShader = shader; | |
| mState.mAttachedVertexShader->addRef(); | |
| break; | |
| } | |
| case GL_FRAGMENT_SHADER: | |
| { | |
| ASSERT(!mState.mAttachedFragmentShader); | |
| mState.mAttachedFragmentShader = shader; | |
| mState.mAttachedFragmentShader->addRef(); | |
| break; | |
| } | |
| case GL_COMPUTE_SHADER: | |
| { | |
| ASSERT(!mState.mAttachedComputeShader); | |
| mState.mAttachedComputeShader = shader; | |
| mState.mAttachedComputeShader->addRef(); | |
| break; | |
| } | |
| default: | |
| UNREACHABLE(); | |
| } | |
| } | |
| bool Program::detachShader(Shader *shader) | |
| { | |
| switch (shader->getType()) | |
| { | |
| case GL_VERTEX_SHADER: | |
| { | |
| if (mState.mAttachedVertexShader != shader) | |
| { | |
| return false; | |
| } | |
| shader->release(); | |
| mState.mAttachedVertexShader = nullptr; | |
| break; | |
| } | |
| case GL_FRAGMENT_SHADER: | |
| { | |
| if (mState.mAttachedFragmentShader != shader) | |
| { | |
| return false; | |
| } | |
| shader->release(); | |
| mState.mAttachedFragmentShader = nullptr; | |
| break; | |
| } | |
| case GL_COMPUTE_SHADER: | |
| { | |
| if (mState.mAttachedComputeShader != shader) | |
| { | |
| return false; | |
| } | |
| shader->release(); | |
| mState.mAttachedComputeShader = nullptr; | |
| break; | |
| } | |
| default: | |
| UNREACHABLE(); | |
| } | |
| return true; | |
| } | |
| int Program::getAttachedShadersCount() const | |
| { | |
| return (mState.mAttachedVertexShader ? 1 : 0) + (mState.mAttachedFragmentShader ? 1 : 0) + | |
| (mState.mAttachedComputeShader ? 1 : 0); | |
| } | |
| void Program::bindAttributeLocation(GLuint index, const char *name) | |
| { | |
| mAttributeBindings.bindLocation(index, name); | |
| } | |
| void Program::bindUniformLocation(GLuint index, const char *name) | |
| { | |
| // Bind the base uniform name only since array indices other than 0 cannot be bound | |
| mUniformBindings.bindLocation(index, ParseUniformName(name, nullptr)); | |
| } | |
| void Program::bindFragmentInputLocation(GLint index, const char *name) | |
| { | |
| mFragmentInputBindings.bindLocation(index, name); | |
| } | |
| BindingInfo Program::getFragmentInputBindingInfo(GLint index) const | |
| { | |
| BindingInfo ret; | |
| ret.type = GL_NONE; | |
| ret.valid = false; | |
| const Shader *fragmentShader = mState.getAttachedFragmentShader(); | |
| ASSERT(fragmentShader); | |
| // Find the actual fragment shader varying we're interested in | |
| const std::vector<sh::Varying> &inputs = fragmentShader->getVaryings(); | |
| for (const auto &binding : mFragmentInputBindings) | |
| { | |
| if (binding.second != static_cast<GLuint>(index)) | |
| continue; | |
| ret.valid = true; | |
| std::string originalName = binding.first; | |
| unsigned int arrayIndex = ParseAndStripArrayIndex(&originalName); | |
| for (const auto &in : inputs) | |
| { | |
| if (in.name == originalName) | |
| { | |
| if (in.isArray()) | |
| { | |
| // The client wants to bind either "name" or "name[0]". | |
| // GL ES 3.1 spec refers to active array names with language such as: | |
| // "if the string identifies the base name of an active array, where the | |
| // string would exactly match the name of the variable if the suffix "[0]" | |
| // were appended to the string". | |
| if (arrayIndex == GL_INVALID_INDEX) | |
| arrayIndex = 0; | |
| ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]"; | |
| } | |
| else | |
| { | |
| ret.name = in.mappedName; | |
| } | |
| ret.type = in.type; | |
| return ret; | |
| } | |
| } | |
| } | |
| return ret; | |
| } | |
| void Program::pathFragmentInputGen(GLint index, | |
| GLenum genMode, | |
| GLint components, | |
| const GLfloat *coeffs) | |
| { | |
| // If the location is -1 then the command is silently ignored | |
| if (index == -1) | |
| return; | |
| const auto &binding = getFragmentInputBindingInfo(index); | |
| // If the input doesn't exist then then the command is silently ignored | |
| // This could happen through optimization for example, the shader translator | |
| // decides that a variable is not actually being used and optimizes it away. | |
| if (binding.name.empty()) | |
| return; | |
| mProgram->setPathFragmentInputGen(binding.name, genMode, components, coeffs); | |
| } | |
| // The attached shaders are checked for linking errors by matching up their variables. | |
| // Uniform, input and output variables get collected. | |
| // The code gets compiled into binaries. | |
| Error Program::link(const ContextState &data) | |
| { | |
| unlink(false); | |
| mInfoLog.reset(); | |
| resetUniformBlockBindings(); | |
| const Caps &caps = data.getCaps(); | |
| bool isComputeShaderAttached = (mState.mAttachedComputeShader != nullptr); | |
| bool nonComputeShadersAttached = | |
| (mState.mAttachedVertexShader != nullptr || mState.mAttachedFragmentShader != nullptr); | |
| // Check whether we both have a compute and non-compute shaders attached. | |
| // If there are of both types attached, then linking should fail. | |
| // OpenGL ES 3.10, 7.3 Program Objects, under LinkProgram | |
| if (isComputeShaderAttached == true && nonComputeShadersAttached == true) | |
| { | |
| mInfoLog << "Both a compute and non-compute shaders are attached to the same program."; | |
| return NoError(); | |
| } | |
| if (mState.mAttachedComputeShader) | |
| { | |
| if (!mState.mAttachedComputeShader->isCompiled()) | |
| { | |
| mInfoLog << "Attached compute shader is not compiled."; | |
| return NoError(); | |
| } | |
| ASSERT(mState.mAttachedComputeShader->getType() == GL_COMPUTE_SHADER); | |
| mState.mComputeShaderLocalSize = mState.mAttachedComputeShader->getWorkGroupSize(); | |
| // GLSL ES 3.10, 4.4.1.1 Compute Shader Inputs | |
| // If the work group size is not specified, a link time error should occur. | |
| if (!mState.mComputeShaderLocalSize.isDeclared()) | |
| { | |
| mInfoLog << "Work group size is not specified."; | |
| return NoError(); | |
| } | |
| if (!linkUniforms(mInfoLog, caps, mUniformBindings)) | |
| { | |
| return NoError(); | |
| } | |
| if (!linkUniformBlocks(mInfoLog, caps)) | |
| { | |
| return NoError(); | |
| } | |
| rx::LinkResult result = mProgram->link(data, mInfoLog); | |
| if (result.error.isError() || !result.linkSuccess) | |
| { | |
| return result.error; | |
| } | |
| } | |
| else | |
| { | |
| if (!mState.mAttachedFragmentShader || !mState.mAttachedFragmentShader->isCompiled()) | |
| { | |
| return NoError(); | |
| } | |
| ASSERT(mState.mAttachedFragmentShader->getType() == GL_FRAGMENT_SHADER); | |
| if (!mState.mAttachedVertexShader || !mState.mAttachedVertexShader->isCompiled()) | |
| { | |
| return NoError(); | |
| } | |
| ASSERT(mState.mAttachedVertexShader->getType() == GL_VERTEX_SHADER); | |
| if (mState.mAttachedFragmentShader->getShaderVersion() != | |
| mState.mAttachedVertexShader->getShaderVersion()) | |
| { | |
| mInfoLog << "Fragment shader version does not match vertex shader version."; | |
| return NoError(); | |
| } | |
| if (!linkAttributes(data, mInfoLog, mAttributeBindings, mState.mAttachedVertexShader)) | |
| { | |
| return NoError(); | |
| } | |
| if (!linkVaryings(mInfoLog, mState.mAttachedVertexShader, mState.mAttachedFragmentShader)) | |
| { | |
| return NoError(); | |
| } | |
| if (!linkUniforms(mInfoLog, caps, mUniformBindings)) | |
| { | |
| return NoError(); | |
| } | |
| if (!linkUniformBlocks(mInfoLog, caps)) | |
| { | |
| return NoError(); | |
| } | |
| const auto &mergedVaryings = getMergedVaryings(); | |
| if (!linkValidateTransformFeedback(mInfoLog, mergedVaryings, caps)) | |
| { | |
| return NoError(); | |
| } | |
| linkOutputVariables(); | |
| rx::LinkResult result = mProgram->link(data, mInfoLog); | |
| if (result.error.isError() || !result.linkSuccess) | |
| { | |
| return result.error; | |
| } | |
| gatherTransformFeedbackVaryings(mergedVaryings); | |
| } | |
| gatherInterfaceBlockInfo(); | |
| mLinked = true; | |
| return NoError(); | |
| } | |
| // Returns the program object to an unlinked state, before re-linking, or at destruction | |
| void Program::unlink(bool destroy) | |
| { | |
| if (destroy) // Object being destructed | |
| { | |
| if (mState.mAttachedFragmentShader) | |
| { | |
| mState.mAttachedFragmentShader->release(); | |
| mState.mAttachedFragmentShader = nullptr; | |
| } | |
| if (mState.mAttachedVertexShader) | |
| { | |
| mState.mAttachedVertexShader->release(); | |
| mState.mAttachedVertexShader = nullptr; | |
| } | |
| if (mState.mAttachedComputeShader) | |
| { | |
| mState.mAttachedComputeShader->release(); | |
| mState.mAttachedComputeShader = nullptr; | |
| } | |
| } | |
| mState.mAttributes.clear(); | |
| mState.mActiveAttribLocationsMask.reset(); | |
| mState.mTransformFeedbackVaryingVars.clear(); | |
| mState.mUniforms.clear(); | |
| mState.mUniformLocations.clear(); | |
| mState.mUniformBlocks.clear(); | |
| mState.mOutputVariables.clear(); | |
| mState.mComputeShaderLocalSize.fill(1); | |
| mValidated = false; | |
| mLinked = false; | |
| } | |
| bool Program::isLinked() const | |
| { | |
| return mLinked; | |
| } | |
| Error Program::loadBinary(GLenum binaryFormat, const void *binary, GLsizei length) | |
| { | |
| unlink(false); | |
| #if ANGLE_PROGRAM_BINARY_LOAD != ANGLE_ENABLED | |
| return Error(GL_NO_ERROR); | |
| #else | |
| ASSERT(binaryFormat == GL_PROGRAM_BINARY_ANGLE); | |
| if (binaryFormat != GL_PROGRAM_BINARY_ANGLE) | |
| { | |
| mInfoLog << "Invalid program binary format."; | |
| return Error(GL_NO_ERROR); | |
| } | |
| BinaryInputStream stream(binary, length); | |
| int majorVersion = stream.readInt<int>(); | |
| int minorVersion = stream.readInt<int>(); | |
| if (majorVersion != ANGLE_MAJOR_VERSION || minorVersion != ANGLE_MINOR_VERSION) | |
| { | |
| mInfoLog << "Invalid program binary version."; | |
| return Error(GL_NO_ERROR); | |
| } | |
| unsigned char commitString[ANGLE_COMMIT_HASH_SIZE]; | |
| stream.readBytes(commitString, ANGLE_COMMIT_HASH_SIZE); | |
| if (memcmp(commitString, ANGLE_COMMIT_HASH, sizeof(unsigned char) * ANGLE_COMMIT_HASH_SIZE) != 0) | |
| { | |
| mInfoLog << "Invalid program binary version."; | |
| return Error(GL_NO_ERROR); | |
| } | |
| mState.mComputeShaderLocalSize[0] = stream.readInt<int>(); | |
| mState.mComputeShaderLocalSize[1] = stream.readInt<int>(); | |
| mState.mComputeShaderLocalSize[2] = stream.readInt<int>(); | |
| static_assert(MAX_VERTEX_ATTRIBS <= sizeof(unsigned long) * 8, | |
| "Too many vertex attribs for mask"); | |
| mState.mActiveAttribLocationsMask = stream.readInt<unsigned long>(); | |
| unsigned int attribCount = stream.readInt<unsigned int>(); | |
| ASSERT(mState.mAttributes.empty()); | |
| for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex) | |
| { | |
| sh::Attribute attrib; | |
| LoadShaderVar(&stream, &attrib); | |
| attrib.location = stream.readInt<int>(); | |
| mState.mAttributes.push_back(attrib); | |
| } | |
| unsigned int uniformCount = stream.readInt<unsigned int>(); | |
| ASSERT(mState.mUniforms.empty()); | |
| for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex) | |
| { | |
| LinkedUniform uniform; | |
| LoadShaderVar(&stream, &uniform); | |
| uniform.blockIndex = stream.readInt<int>(); | |
| uniform.blockInfo.offset = stream.readInt<int>(); | |
| uniform.blockInfo.arrayStride = stream.readInt<int>(); | |
| uniform.blockInfo.matrixStride = stream.readInt<int>(); | |
| uniform.blockInfo.isRowMajorMatrix = stream.readBool(); | |
| mState.mUniforms.push_back(uniform); | |
| } | |
| const unsigned int uniformIndexCount = stream.readInt<unsigned int>(); | |
| ASSERT(mState.mUniformLocations.empty()); | |
| for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; | |
| uniformIndexIndex++) | |
| { | |
| VariableLocation variable; | |
| stream.readString(&variable.name); | |
| stream.readInt(&variable.element); | |
| stream.readInt(&variable.index); | |
| stream.readBool(&variable.used); | |
| stream.readBool(&variable.ignored); | |
| mState.mUniformLocations.push_back(variable); | |
| } | |
| unsigned int uniformBlockCount = stream.readInt<unsigned int>(); | |
| ASSERT(mState.mUniformBlocks.empty()); | |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; | |
| ++uniformBlockIndex) | |
| { | |
| UniformBlock uniformBlock; | |
| stream.readString(&uniformBlock.name); | |
| stream.readBool(&uniformBlock.isArray); | |
| stream.readInt(&uniformBlock.arrayElement); | |
| stream.readInt(&uniformBlock.dataSize); | |
| stream.readBool(&uniformBlock.vertexStaticUse); | |
| stream.readBool(&uniformBlock.fragmentStaticUse); | |
| unsigned int numMembers = stream.readInt<unsigned int>(); | |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++) | |
| { | |
| uniformBlock.memberUniformIndexes.push_back(stream.readInt<unsigned int>()); | |
| } | |
| mState.mUniformBlocks.push_back(uniformBlock); | |
| } | |
| unsigned int transformFeedbackVaryingCount = stream.readInt<unsigned int>(); | |
| ASSERT(mState.mTransformFeedbackVaryingVars.empty()); | |
| for (unsigned int transformFeedbackVaryingIndex = 0; | |
| transformFeedbackVaryingIndex < transformFeedbackVaryingCount; | |
| ++transformFeedbackVaryingIndex) | |
| { | |
| sh::Varying varying; | |
| stream.readInt(&varying.arraySize); | |
| stream.readInt(&varying.type); | |
| stream.readString(&varying.name); | |
| mState.mTransformFeedbackVaryingVars.push_back(varying); | |
| } | |
| stream.readInt(&mState.mTransformFeedbackBufferMode); | |
| unsigned int outputVarCount = stream.readInt<unsigned int>(); | |
| for (unsigned int outputIndex = 0; outputIndex < outputVarCount; ++outputIndex) | |
| { | |
| int locationIndex = stream.readInt<int>(); | |
| VariableLocation locationData; | |
| stream.readInt(&locationData.element); | |
| stream.readInt(&locationData.index); | |
| stream.readString(&locationData.name); | |
| mState.mOutputVariables[locationIndex] = locationData; | |
| } | |
| stream.readInt(&mSamplerUniformRange.start); | |
| stream.readInt(&mSamplerUniformRange.end); | |
| rx::LinkResult result = mProgram->load(mInfoLog, &stream); | |
| if (result.error.isError() || !result.linkSuccess) | |
| { | |
| return result.error; | |
| } | |
| mLinked = true; | |
| return Error(GL_NO_ERROR); | |
| #endif // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED | |
| } | |
| Error Program::saveBinary(GLenum *binaryFormat, void *binary, GLsizei bufSize, GLsizei *length) const | |
| { | |
| if (binaryFormat) | |
| { | |
| *binaryFormat = GL_PROGRAM_BINARY_ANGLE; | |
| } | |
| BinaryOutputStream stream; | |
| stream.writeInt(ANGLE_MAJOR_VERSION); | |
| stream.writeInt(ANGLE_MINOR_VERSION); | |
| stream.writeBytes(reinterpret_cast<const unsigned char*>(ANGLE_COMMIT_HASH), ANGLE_COMMIT_HASH_SIZE); | |
| stream.writeInt(mState.mComputeShaderLocalSize[0]); | |
| stream.writeInt(mState.mComputeShaderLocalSize[1]); | |
| stream.writeInt(mState.mComputeShaderLocalSize[2]); | |
| stream.writeInt(mState.mActiveAttribLocationsMask.to_ulong()); | |
| stream.writeInt(mState.mAttributes.size()); | |
| for (const sh::Attribute &attrib : mState.mAttributes) | |
| { | |
| WriteShaderVar(&stream, attrib); | |
| stream.writeInt(attrib.location); | |
| } | |
| stream.writeInt(mState.mUniforms.size()); | |
| for (const gl::LinkedUniform &uniform : mState.mUniforms) | |
| { | |
| WriteShaderVar(&stream, uniform); | |
| // FIXME: referenced | |
| stream.writeInt(uniform.blockIndex); | |
| stream.writeInt(uniform.blockInfo.offset); | |
| stream.writeInt(uniform.blockInfo.arrayStride); | |
| stream.writeInt(uniform.blockInfo.matrixStride); | |
| stream.writeInt(uniform.blockInfo.isRowMajorMatrix); | |
| } | |
| stream.writeInt(mState.mUniformLocations.size()); | |
| for (const auto &variable : mState.mUniformLocations) | |
| { | |
| stream.writeString(variable.name); | |
| stream.writeInt(variable.element); | |
| stream.writeInt(variable.index); | |
| stream.writeInt(variable.used); | |
| stream.writeInt(variable.ignored); | |
| } | |
| stream.writeInt(mState.mUniformBlocks.size()); | |
| for (const UniformBlock &uniformBlock : mState.mUniformBlocks) | |
| { | |
| stream.writeString(uniformBlock.name); | |
| stream.writeInt(uniformBlock.isArray); | |
| stream.writeInt(uniformBlock.arrayElement); | |
| stream.writeInt(uniformBlock.dataSize); | |
| stream.writeInt(uniformBlock.vertexStaticUse); | |
| stream.writeInt(uniformBlock.fragmentStaticUse); | |
| stream.writeInt(uniformBlock.memberUniformIndexes.size()); | |
| for (unsigned int memberUniformIndex : uniformBlock.memberUniformIndexes) | |
| { | |
| stream.writeInt(memberUniformIndex); | |
| } | |
| } | |
| stream.writeInt(mState.mTransformFeedbackVaryingVars.size()); | |
| for (const sh::Varying &varying : mState.mTransformFeedbackVaryingVars) | |
| { | |
| stream.writeInt(varying.arraySize); | |
| stream.writeInt(varying.type); | |
| stream.writeString(varying.name); | |
| } | |
| stream.writeInt(mState.mTransformFeedbackBufferMode); | |
| stream.writeInt(mState.mOutputVariables.size()); | |
| for (const auto &outputPair : mState.mOutputVariables) | |
| { | |
| stream.writeInt(outputPair.first); | |
| stream.writeIntOrNegOne(outputPair.second.element); | |
| stream.writeInt(outputPair.second.index); | |
| stream.writeString(outputPair.second.name); | |
| } | |
| stream.writeInt(mSamplerUniformRange.start); | |
| stream.writeInt(mSamplerUniformRange.end); | |
| gl::Error error = mProgram->save(&stream); | |
| if (error.isError()) | |
| { | |
| return error; | |
| } | |
| GLsizei streamLength = static_cast<GLsizei>(stream.length()); | |
| const void *streamState = stream.data(); | |
| if (streamLength > bufSize) | |
| { | |
| if (length) | |
| { | |
| *length = 0; | |
| } | |
| // TODO: This should be moved to the validation layer but computing the size of the binary before saving | |
| // it causes the save to happen twice. It may be possible to write the binary to a separate buffer, validate | |
| // sizes and then copy it. | |
| return Error(GL_INVALID_OPERATION); | |
| } | |
| if (binary) | |
| { | |
| char *ptr = reinterpret_cast<char*>(binary); | |
| memcpy(ptr, streamState, streamLength); | |
| ptr += streamLength; | |
| ASSERT(ptr - streamLength == binary); | |
| } | |
| if (length) | |
| { | |
| *length = streamLength; | |
| } | |
| return Error(GL_NO_ERROR); | |
| } | |
| GLint Program::getBinaryLength() const | |
| { | |
| GLint length; | |
| Error error = saveBinary(nullptr, nullptr, std::numeric_limits<GLint>::max(), &length); | |
| if (error.isError()) | |
| { | |
| return 0; | |
| } | |
| return length; | |
| } | |
| void Program::setBinaryRetrievableHint(bool retrievable) | |
| { | |
| // TODO(jmadill) : replace with dirty bits | |
| mProgram->setBinaryRetrievableHint(retrievable); | |
| mState.mBinaryRetrieveableHint = retrievable; | |
| } | |
| bool Program::getBinaryRetrievableHint() const | |
| { | |
| return mState.mBinaryRetrieveableHint; | |
| } | |
| void Program::release() | |
| { | |
| mRefCount--; | |
| if (mRefCount == 0 && mDeleteStatus) | |
| { | |
| mResourceManager->deleteProgram(mHandle); | |
| } | |
| } | |
| void Program::addRef() | |
| { | |
| mRefCount++; | |
| } | |
| unsigned int Program::getRefCount() const | |
| { | |
| return mRefCount; | |
| } | |
| int Program::getInfoLogLength() const | |
| { | |
| return static_cast<int>(mInfoLog.getLength()); | |
| } | |
| void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const | |
| { | |
| return mInfoLog.getLog(bufSize, length, infoLog); | |
| } | |
| void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const | |
| { | |
| int total = 0; | |
| if (mState.mAttachedComputeShader) | |
| { | |
| if (total < maxCount) | |
| { | |
| shaders[total] = mState.mAttachedComputeShader->getHandle(); | |
| total++; | |
| } | |
| } | |
| if (mState.mAttachedVertexShader) | |
| { | |
| if (total < maxCount) | |
| { | |
| shaders[total] = mState.mAttachedVertexShader->getHandle(); | |
| total++; | |
| } | |
| } | |
| if (mState.mAttachedFragmentShader) | |
| { | |
| if (total < maxCount) | |
| { | |
| shaders[total] = mState.mAttachedFragmentShader->getHandle(); | |
| total++; | |
| } | |
| } | |
| if (count) | |
| { | |
| *count = total; | |
| } | |
| } | |
| GLuint Program::getAttributeLocation(const std::string &name) const | |
| { | |
| for (const sh::Attribute &attribute : mState.mAttributes) | |
| { | |
| if (attribute.name == name && attribute.staticUse) | |
| { | |
| return attribute.location; | |
| } | |
| } | |
| return static_cast<GLuint>(-1); | |
| } | |
| bool Program::isAttribLocationActive(size_t attribLocation) const | |
| { | |
| ASSERT(attribLocation < mState.mActiveAttribLocationsMask.size()); | |
| return mState.mActiveAttribLocationsMask[attribLocation]; | |
| } | |
| void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) | |
| { | |
| if (!mLinked) | |
| { | |
| if (bufsize > 0) | |
| { | |
| name[0] = '\0'; | |
| } | |
| if (length) | |
| { | |
| *length = 0; | |
| } | |
| *type = GL_NONE; | |
| *size = 1; | |
| return; | |
| } | |
| size_t attributeIndex = 0; | |
| for (const sh::Attribute &attribute : mState.mAttributes) | |
| { | |
| // Skip over inactive attributes | |
| if (attribute.staticUse) | |
| { | |
| if (static_cast<size_t>(index) == attributeIndex) | |
| { | |
| break; | |
| } | |
| attributeIndex++; | |
| } | |
| } | |
| ASSERT(index == attributeIndex && attributeIndex < mState.mAttributes.size()); | |
| const sh::Attribute &attrib = mState.mAttributes[attributeIndex]; | |
| if (bufsize > 0) | |
| { | |
| const char *string = attrib.name.c_str(); | |
| strncpy(name, string, bufsize); | |
| name[bufsize - 1] = '\0'; | |
| if (length) | |
| { | |
| *length = static_cast<GLsizei>(strlen(name)); | |
| } | |
| } | |
| // Always a single 'type' instance | |
| *size = 1; | |
| *type = attrib.type; | |
| } | |
| GLint Program::getActiveAttributeCount() const | |
| { | |
| if (!mLinked) | |
| { | |
| return 0; | |
| } | |
| GLint count = 0; | |
| for (const sh::Attribute &attrib : mState.mAttributes) | |
| { | |
| count += (attrib.staticUse ? 1 : 0); | |
| } | |
| return count; | |
| } | |
| GLint Program::getActiveAttributeMaxLength() const | |
| { | |
| if (!mLinked) | |
| { | |
| return 0; | |
| } | |
| size_t maxLength = 0; | |
| for (const sh::Attribute &attrib : mState.mAttributes) | |
| { | |
| if (attrib.staticUse) | |
| { | |
| maxLength = std::max(attrib.name.length() + 1, maxLength); | |
| } | |
| } | |
| return static_cast<GLint>(maxLength); | |
| } | |
| GLint Program::getFragDataLocation(const std::string &name) const | |
| { | |
| std::string baseName(name); | |
| unsigned int arrayIndex = ParseAndStripArrayIndex(&baseName); | |
| for (auto outputPair : mState.mOutputVariables) | |
| { | |
| const VariableLocation &outputVariable = outputPair.second; | |
| if (outputVariable.name == baseName && (arrayIndex == GL_INVALID_INDEX || arrayIndex == outputVariable.element)) | |
| { | |
| return static_cast<GLint>(outputPair.first); | |
| } | |
| } | |
| return -1; | |
| } | |
| void Program::getActiveUniform(GLuint index, | |
| GLsizei bufsize, | |
| GLsizei *length, | |
| GLint *size, | |
| GLenum *type, | |
| GLchar *name) const | |
| { | |
| if (mLinked) | |
| { | |
| // index must be smaller than getActiveUniformCount() | |
| ASSERT(index < mState.mUniforms.size()); | |
| const LinkedUniform &uniform = mState.mUniforms[index]; | |
| if (bufsize > 0) | |
| { | |
| std::string string = uniform.name; | |
| if (uniform.isArray()) | |
| { | |
| string += "[0]"; | |
| } | |
| strncpy(name, string.c_str(), bufsize); | |
| name[bufsize - 1] = '\0'; | |
| if (length) | |
| { | |
| *length = static_cast<GLsizei>(strlen(name)); | |
| } | |
| } | |
| *size = uniform.elementCount(); | |
| *type = uniform.type; | |
| } | |
| else | |
| { | |
| if (bufsize > 0) | |
| { | |
| name[0] = '\0'; | |
| } | |
| if (length) | |
| { | |
| *length = 0; | |
| } | |
| *size = 0; | |
| *type = GL_NONE; | |
| } | |
| } | |
| GLint Program::getActiveUniformCount() const | |
| { | |
| if (mLinked) | |
| { | |
| return static_cast<GLint>(mState.mUniforms.size()); | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| } | |
| GLint Program::getActiveUniformMaxLength() const | |
| { | |
| size_t maxLength = 0; | |
| if (mLinked) | |
| { | |
| for (const LinkedUniform &uniform : mState.mUniforms) | |
| { | |
| if (!uniform.name.empty()) | |
| { | |
| size_t length = uniform.name.length() + 1u; | |
| if (uniform.isArray()) | |
| { | |
| length += 3; // Counting in "[0]". | |
| } | |
| maxLength = std::max(length, maxLength); | |
| } | |
| } | |
| } | |
| return static_cast<GLint>(maxLength); | |
| } | |
| GLint Program::getActiveUniformi(GLuint index, GLenum pname) const | |
| { | |
| ASSERT(static_cast<size_t>(index) < mState.mUniforms.size()); | |
| const gl::LinkedUniform &uniform = mState.mUniforms[index]; | |
| switch (pname) | |
| { | |
| case GL_UNIFORM_TYPE: return static_cast<GLint>(uniform.type); | |
| case GL_UNIFORM_SIZE: return static_cast<GLint>(uniform.elementCount()); | |
| case GL_UNIFORM_NAME_LENGTH: return static_cast<GLint>(uniform.name.size() + 1 + (uniform.isArray() ? 3 : 0)); | |
| case GL_UNIFORM_BLOCK_INDEX: return uniform.blockIndex; | |
| case GL_UNIFORM_OFFSET: return uniform.blockInfo.offset; | |
| case GL_UNIFORM_ARRAY_STRIDE: return uniform.blockInfo.arrayStride; | |
| case GL_UNIFORM_MATRIX_STRIDE: return uniform.blockInfo.matrixStride; | |
| case GL_UNIFORM_IS_ROW_MAJOR: return static_cast<GLint>(uniform.blockInfo.isRowMajorMatrix); | |
| default: | |
| UNREACHABLE(); | |
| break; | |
| } | |
| return 0; | |
| } | |
| bool Program::isValidUniformLocation(GLint location) const | |
| { | |
| ASSERT(angle::IsValueInRangeForNumericType<GLint>(mState.mUniformLocations.size())); | |
| return (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() && | |
| mState.mUniformLocations[static_cast<size_t>(location)].used); | |
| } | |
| bool Program::isIgnoredUniformLocation(GLint location) const | |
| { | |
| // Location is ignored if it is -1 or it was bound but non-existant in the shader or optimized | |
| // out | |
| return location == -1 || | |
| (location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size() && | |
| mState.mUniformLocations[static_cast<size_t>(location)].ignored); | |
| } | |
| const LinkedUniform &Program::getUniformByLocation(GLint location) const | |
| { | |
| ASSERT(location >= 0 && static_cast<size_t>(location) < mState.mUniformLocations.size()); | |
| return mState.mUniforms[mState.mUniformLocations[location].index]; | |
| } | |
| GLint Program::getUniformLocation(const std::string &name) const | |
| { | |
| return mState.getUniformLocation(name); | |
| } | |
| GLuint Program::getUniformIndex(const std::string &name) const | |
| { | |
| return mState.getUniformIndex(name); | |
| } | |
| void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count * 1, v); | |
| mProgram->setUniform1fv(location, count, v); | |
| } | |
| void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count * 2, v); | |
| mProgram->setUniform2fv(location, count, v); | |
| } | |
| void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count * 3, v); | |
| mProgram->setUniform3fv(location, count, v); | |
| } | |
| void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count * 4, v); | |
| mProgram->setUniform4fv(location, count, v); | |
| } | |
| void Program::setUniform1iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count * 1, v); | |
| mProgram->setUniform1iv(location, count, v); | |
| } | |
| void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count * 2, v); | |
| mProgram->setUniform2iv(location, count, v); | |
| } | |
| void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count * 3, v); | |
| mProgram->setUniform3iv(location, count, v); | |
| } | |
| void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count * 4, v); | |
| mProgram->setUniform4iv(location, count, v); | |
| } | |
| void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count * 1, v); | |
| mProgram->setUniform1uiv(location, count, v); | |
| } | |
| void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count * 2, v); | |
| mProgram->setUniform2uiv(location, count, v); | |
| } | |
| void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count * 3, v); | |
| mProgram->setUniform3uiv(location, count, v); | |
| } | |
| void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count * 4, v); | |
| mProgram->setUniform4uiv(location, count, v); | |
| } | |
| void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<2, 2>(location, count, transpose, v); | |
| mProgram->setUniformMatrix2fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<3, 3>(location, count, transpose, v); | |
| mProgram->setUniformMatrix3fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<4, 4>(location, count, transpose, v); | |
| mProgram->setUniformMatrix4fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<2, 3>(location, count, transpose, v); | |
| mProgram->setUniformMatrix2x3fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<2, 4>(location, count, transpose, v); | |
| mProgram->setUniformMatrix2x4fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<3, 2>(location, count, transpose, v); | |
| mProgram->setUniformMatrix3x2fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<3, 4>(location, count, transpose, v); | |
| mProgram->setUniformMatrix3x4fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<4, 2>(location, count, transpose, v); | |
| mProgram->setUniformMatrix4x2fv(location, count, transpose, v); | |
| } | |
| void Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) | |
| { | |
| setMatrixUniformInternal<4, 3>(location, count, transpose, v); | |
| mProgram->setUniformMatrix4x3fv(location, count, transpose, v); | |
| } | |
| void Program::getUniformfv(GLint location, GLfloat *v) const | |
| { | |
| getUniformInternal(location, v); | |
| } | |
| void Program::getUniformiv(GLint location, GLint *v) const | |
| { | |
| getUniformInternal(location, v); | |
| } | |
| void Program::getUniformuiv(GLint location, GLuint *v) const | |
| { | |
| getUniformInternal(location, v); | |
| } | |
| void Program::flagForDeletion() | |
| { | |
| mDeleteStatus = true; | |
| } | |
| bool Program::isFlaggedForDeletion() const | |
| { | |
| return mDeleteStatus; | |
| } | |
| void Program::validate(const Caps &caps) | |
| { | |
| mInfoLog.reset(); | |
| if (mLinked) | |
| { | |
| mValidated = (mProgram->validate(caps, &mInfoLog) == GL_TRUE); | |
| } | |
| else | |
| { | |
| mInfoLog << "Program has not been successfully linked."; | |
| } | |
| } | |
| bool Program::validateSamplers(InfoLog *infoLog, const Caps &caps) | |
| { | |
| // Skip cache if we're using an infolog, so we get the full error. | |
| // Also skip the cache if the sample mapping has changed, or if we haven't ever validated. | |
| if (infoLog == nullptr && mCachedValidateSamplersResult.valid()) | |
| { | |
| return mCachedValidateSamplersResult.value(); | |
| } | |
| if (mTextureUnitTypesCache.empty()) | |
| { | |
| mTextureUnitTypesCache.resize(caps.maxCombinedTextureImageUnits, GL_NONE); | |
| } | |
| else | |
| { | |
| std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(), GL_NONE); | |
| } | |
| // if any two active samplers in a program are of different types, but refer to the same | |
| // texture image unit, and this is the current program, then ValidateProgram will fail, and | |
| // DrawArrays and DrawElements will issue the INVALID_OPERATION error. | |
| for (unsigned int samplerIndex = mSamplerUniformRange.start; | |
| samplerIndex < mSamplerUniformRange.end; ++samplerIndex) | |
| { | |
| const LinkedUniform &uniform = mState.mUniforms[samplerIndex]; | |
| ASSERT(uniform.isSampler()); | |
| if (!uniform.staticUse) | |
| continue; | |
| const GLuint *dataPtr = reinterpret_cast<const GLuint *>(uniform.getDataPtrToElement(0)); | |
| GLenum textureType = SamplerTypeToTextureType(uniform.type); | |
| for (unsigned int arrayElement = 0; arrayElement < uniform.elementCount(); ++arrayElement) | |
| { | |
| GLuint textureUnit = dataPtr[arrayElement]; | |
| if (textureUnit >= caps.maxCombinedTextureImageUnits) | |
| { | |
| if (infoLog) | |
| { | |
| (*infoLog) << "Sampler uniform (" << textureUnit | |
| << ") exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (" | |
| << caps.maxCombinedTextureImageUnits << ")"; | |
| } | |
| mCachedValidateSamplersResult = false; | |
| return false; | |
| } | |
| if (mTextureUnitTypesCache[textureUnit] != GL_NONE) | |
| { | |
| if (textureType != mTextureUnitTypesCache[textureUnit]) | |
| { | |
| if (infoLog) | |
| { | |
| (*infoLog) << "Samplers of conflicting types refer to the same texture " | |
| "image unit (" | |
| << textureUnit << ")."; | |
| } | |
| mCachedValidateSamplersResult = false; | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| mTextureUnitTypesCache[textureUnit] = textureType; | |
| } | |
| } | |
| } | |
| mCachedValidateSamplersResult = true; | |
| return true; | |
| } | |
| bool Program::isValidated() const | |
| { | |
| return mValidated; | |
| } | |
| GLuint Program::getActiveUniformBlockCount() const | |
| { | |
| return static_cast<GLuint>(mState.mUniformBlocks.size()); | |
| } | |
| void Program::getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const | |
| { | |
| ASSERT( | |
| uniformBlockIndex < | |
| mState.mUniformBlocks.size()); // index must be smaller than getActiveUniformBlockCount() | |
| const UniformBlock &uniformBlock = mState.mUniformBlocks[uniformBlockIndex]; | |
| if (bufSize > 0) | |
| { | |
| std::string string = uniformBlock.name; | |
| if (uniformBlock.isArray) | |
| { | |
| string += ArrayString(uniformBlock.arrayElement); | |
| } | |
| strncpy(uniformBlockName, string.c_str(), bufSize); | |
| uniformBlockName[bufSize - 1] = '\0'; | |
| if (length) | |
| { | |
| *length = static_cast<GLsizei>(strlen(uniformBlockName)); | |
| } | |
| } | |
| } | |
| void Program::getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const | |
| { | |
| ASSERT( | |
| uniformBlockIndex < | |
| mState.mUniformBlocks.size()); // index must be smaller than getActiveUniformBlockCount() | |
| const UniformBlock &uniformBlock = mState.mUniformBlocks[uniformBlockIndex]; | |
| switch (pname) | |
| { | |
| case GL_UNIFORM_BLOCK_DATA_SIZE: | |
| *params = static_cast<GLint>(uniformBlock.dataSize); | |
| break; | |
| case GL_UNIFORM_BLOCK_NAME_LENGTH: | |
| *params = | |
| static_cast<GLint>(uniformBlock.name.size() + 1 + (uniformBlock.isArray ? 3 : 0)); | |
| break; | |
| case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: | |
| *params = static_cast<GLint>(uniformBlock.memberUniformIndexes.size()); | |
| break; | |
| case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: | |
| { | |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++) | |
| { | |
| params[blockMemberIndex] = static_cast<GLint>(uniformBlock.memberUniformIndexes[blockMemberIndex]); | |
| } | |
| } | |
| break; | |
| case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: | |
| *params = static_cast<GLint>(uniformBlock.vertexStaticUse); | |
| break; | |
| case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: | |
| *params = static_cast<GLint>(uniformBlock.fragmentStaticUse); | |
| break; | |
| default: UNREACHABLE(); | |
| } | |
| } | |
| GLint Program::getActiveUniformBlockMaxLength() const | |
| { | |
| int maxLength = 0; | |
| if (mLinked) | |
| { | |
| unsigned int numUniformBlocks = static_cast<unsigned int>(mState.mUniformBlocks.size()); | |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++) | |
| { | |
| const UniformBlock &uniformBlock = mState.mUniformBlocks[uniformBlockIndex]; | |
| if (!uniformBlock.name.empty()) | |
| { | |
| const int length = static_cast<int>(uniformBlock.name.length()) + 1; | |
| // Counting in "[0]". | |
| const int arrayLength = (uniformBlock.isArray ? 3 : 0); | |
| maxLength = std::max(length + arrayLength, maxLength); | |
| } | |
| } | |
| } | |
| return maxLength; | |
| } | |
| GLuint Program::getUniformBlockIndex(const std::string &name) const | |
| { | |
| size_t subscript = GL_INVALID_INDEX; | |
| std::string baseName = gl::ParseUniformName(name, &subscript); | |
| unsigned int numUniformBlocks = static_cast<unsigned int>(mState.mUniformBlocks.size()); | |
| for (unsigned int blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++) | |
| { | |
| const gl::UniformBlock &uniformBlock = mState.mUniformBlocks[blockIndex]; | |
| if (uniformBlock.name == baseName) | |
| { | |
| const bool arrayElementZero = | |
| (subscript == GL_INVALID_INDEX && | |
| (!uniformBlock.isArray || uniformBlock.arrayElement == 0)); | |
| if (subscript == uniformBlock.arrayElement || arrayElementZero) | |
| { | |
| return blockIndex; | |
| } | |
| } | |
| } | |
| return GL_INVALID_INDEX; | |
| } | |
| const UniformBlock &Program::getUniformBlockByIndex(GLuint index) const | |
| { | |
| ASSERT(index < static_cast<GLuint>(mState.mUniformBlocks.size())); | |
| return mState.mUniformBlocks[index]; | |
| } | |
| void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding) | |
| { | |
| mState.mUniformBlockBindings[uniformBlockIndex] = uniformBlockBinding; | |
| mProgram->setUniformBlockBinding(uniformBlockIndex, uniformBlockBinding); | |
| } | |
| GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const | |
| { | |
| return mState.getUniformBlockBinding(uniformBlockIndex); | |
| } | |
| void Program::resetUniformBlockBindings() | |
| { | |
| for (unsigned int blockId = 0; blockId < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; blockId++) | |
| { | |
| mState.mUniformBlockBindings[blockId] = 0; | |
| } | |
| mState.mActiveUniformBlockBindings.reset(); | |
| } | |
| void Program::setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode) | |
| { | |
| mState.mTransformFeedbackVaryingNames.resize(count); | |
| for (GLsizei i = 0; i < count; i++) | |
| { | |
| mState.mTransformFeedbackVaryingNames[i] = varyings[i]; | |
| } | |
| mState.mTransformFeedbackBufferMode = bufferMode; | |
| } | |
| void Program::getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const | |
| { | |
| if (mLinked) | |
| { | |
| ASSERT(index < mState.mTransformFeedbackVaryingVars.size()); | |
| const sh::Varying &varying = mState.mTransformFeedbackVaryingVars[index]; | |
| GLsizei lastNameIdx = std::min(bufSize - 1, static_cast<GLsizei>(varying.name.length())); | |
| if (length) | |
| { | |
| *length = lastNameIdx; | |
| } | |
| if (size) | |
| { | |
| *size = varying.elementCount(); | |
| } | |
| if (type) | |
| { | |
| *type = varying.type; | |
| } | |
| if (name) | |
| { | |
| memcpy(name, varying.name.c_str(), lastNameIdx); | |
| name[lastNameIdx] = '\0'; | |
| } | |
| } | |
| } | |
| GLsizei Program::getTransformFeedbackVaryingCount() const | |
| { | |
| if (mLinked) | |
| { | |
| return static_cast<GLsizei>(mState.mTransformFeedbackVaryingVars.size()); | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| } | |
| GLsizei Program::getTransformFeedbackVaryingMaxLength() const | |
| { | |
| if (mLinked) | |
| { | |
| GLsizei maxSize = 0; | |
| for (const sh::Varying &varying : mState.mTransformFeedbackVaryingVars) | |
| { | |
| maxSize = std::max(maxSize, static_cast<GLsizei>(varying.name.length() + 1)); | |
| } | |
| return maxSize; | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| } | |
| GLenum Program::getTransformFeedbackBufferMode() const | |
| { | |
| return mState.mTransformFeedbackBufferMode; | |
| } | |
| bool Program::linkVaryings(InfoLog &infoLog, | |
| const Shader *vertexShader, | |
| const Shader *fragmentShader) const | |
| { | |
| ASSERT(vertexShader->getShaderVersion() == fragmentShader->getShaderVersion()); | |
| const std::vector<sh::Varying> &vertexVaryings = vertexShader->getVaryings(); | |
| const std::vector<sh::Varying> &fragmentVaryings = fragmentShader->getVaryings(); | |
| std::map<GLuint, std::string> staticFragmentInputLocations; | |
| for (const sh::Varying &output : fragmentVaryings) | |
| { | |
| bool matched = false; | |
| // Built-in varyings obey special rules | |
| if (output.isBuiltIn()) | |
| { | |
| continue; | |
| } | |
| for (const sh::Varying &input : vertexVaryings) | |
| { | |
| if (output.name == input.name) | |
| { | |
| ASSERT(!input.isBuiltIn()); | |
| if (!linkValidateVaryings(infoLog, output.name, input, output, | |
| vertexShader->getShaderVersion())) | |
| { | |
| return false; | |
| } | |
| matched = true; | |
| break; | |
| } | |
| } | |
| // We permit unmatched, unreferenced varyings | |
| if (!matched && output.staticUse) | |
| { | |
| infoLog << "Fragment varying " << output.name << " does not match any vertex varying"; | |
| return false; | |
| } | |
| // Check for aliased path rendering input bindings (if any). | |
| // If more than one binding refer statically to the same | |
| // location the link must fail. | |
| if (!output.staticUse) | |
| continue; | |
| const auto inputBinding = mFragmentInputBindings.getBinding(output.name); | |
| if (inputBinding == -1) | |
| continue; | |
| const auto it = staticFragmentInputLocations.find(inputBinding); | |
| if (it == std::end(staticFragmentInputLocations)) | |
| { | |
| staticFragmentInputLocations.insert(std::make_pair(inputBinding, output.name)); | |
| } | |
| else | |
| { | |
| infoLog << "Binding for fragment input " << output.name << " conflicts with " | |
| << it->second; | |
| return false; | |
| } | |
| } | |
| // TODO(jmadill): verify no unmatched vertex varyings? | |
| return true; | |
| } | |
| bool Program::validateVertexAndFragmentUniforms(InfoLog &infoLog) const | |
| { | |
| // Check that uniforms defined in the vertex and fragment shaders are identical | |
| std::map<std::string, LinkedUniform> linkedUniforms; | |
| const std::vector<sh::Uniform> &vertexUniforms = mState.mAttachedVertexShader->getUniforms(); | |
| const std::vector<sh::Uniform> &fragmentUniforms = | |
| mState.mAttachedFragmentShader->getUniforms(); | |
| for (const sh::Uniform &vertexUniform : vertexUniforms) | |
| { | |
| linkedUniforms[vertexUniform.name] = LinkedUniform(vertexUniform); | |
| } | |
| for (const sh::Uniform &fragmentUniform : fragmentUniforms) | |
| { | |
| auto entry = linkedUniforms.find(fragmentUniform.name); | |
| if (entry != linkedUniforms.end()) | |
| { | |
| LinkedUniform *vertexUniform = &entry->second; | |
| const std::string &uniformName = "uniform '" + vertexUniform->name + "'"; | |
| if (!linkValidateUniforms(infoLog, uniformName, *vertexUniform, fragmentUniform)) | |
| { | |
| return false; | |
| } | |
| } | |
| } | |
| return true; | |
| } | |
| bool Program::linkUniforms(gl::InfoLog &infoLog, | |
| const gl::Caps &caps, | |
| const Bindings &uniformBindings) | |
| { | |
| if (mState.mAttachedVertexShader && mState.mAttachedFragmentShader) | |
| { | |
| ASSERT(mState.mAttachedComputeShader == nullptr); | |
| if (!validateVertexAndFragmentUniforms(infoLog)) | |
| { | |
| return false; | |
| } | |
| } | |
| // Flatten the uniforms list (nested fields) into a simple list (no nesting). | |
| // Also check the maximum uniform vector and sampler counts. | |
| if (!flattenUniformsAndCheckCaps(caps, infoLog)) | |
| { | |
| return false; | |
| } | |
| if (!indexUniforms(infoLog, caps, uniformBindings)) | |
| { | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Program::indexUniforms(gl::InfoLog &infoLog, | |
| const gl::Caps &caps, | |
| const Bindings &uniformBindings) | |
| { | |
| // Uniforms awaiting a location | |
| std::vector<VariableLocation> unboundUniforms; | |
| std::map<GLuint, VariableLocation> boundUniforms; | |
| int maxUniformLocation = -1; | |
| // Gather bound and unbound uniforms | |
| for (size_t uniformIndex = 0; uniformIndex < mState.mUniforms.size(); uniformIndex++) | |
| { | |
| const gl::LinkedUniform &uniform = mState.mUniforms[uniformIndex]; | |
| if (uniform.isBuiltIn()) | |
| { | |
| continue; | |
| } | |
| int bindingLocation = uniformBindings.getBinding(uniform.name); | |
| // Verify that this location isn't bound twice | |
| if (bindingLocation != -1 && boundUniforms.find(bindingLocation) != boundUniforms.end()) | |
| { | |
| infoLog << "Multiple uniforms bound to location " << bindingLocation << "."; | |
| return false; | |
| } | |
| for (unsigned int arrayIndex = 0; arrayIndex < uniform.elementCount(); arrayIndex++) | |
| { | |
| VariableLocation location(uniform.name, arrayIndex, | |
| static_cast<unsigned int>(uniformIndex)); | |
| if (arrayIndex == 0 && bindingLocation != -1) | |
| { | |
| boundUniforms[bindingLocation] = location; | |
| maxUniformLocation = std::max(maxUniformLocation, bindingLocation); | |
| } | |
| else | |
| { | |
| unboundUniforms.push_back(location); | |
| } | |
| } | |
| } | |
| // Gather the reserved bindings, ones that are bound but not referenced. Other uniforms should | |
| // not be assigned to those locations. | |
| std::set<GLuint> reservedLocations; | |
| for (const auto &binding : uniformBindings) | |
| { | |
| GLuint location = binding.second; | |
| if (boundUniforms.find(location) == boundUniforms.end()) | |
| { | |
| reservedLocations.insert(location); | |
| maxUniformLocation = std::max(maxUniformLocation, static_cast<int>(location)); | |
| } | |
| } | |
| // Make enough space for all uniforms, bound and unbound | |
| mState.mUniformLocations.resize( | |
| std::max(unboundUniforms.size() + boundUniforms.size() + reservedLocations.size(), | |
| static_cast<size_t>(maxUniformLocation + 1))); | |
| // Assign bound uniforms | |
| for (const auto &boundUniform : boundUniforms) | |
| { | |
| mState.mUniformLocations[boundUniform.first] = boundUniform.second; | |
| } | |
| // Assign reserved uniforms | |
| for (const auto &reservedLocation : reservedLocations) | |
| { | |
| mState.mUniformLocations[reservedLocation].ignored = true; | |
| } | |
| // Assign unbound uniforms | |
| size_t nextUniformLocation = 0; | |
| for (const auto &unboundUniform : unboundUniforms) | |
| { | |
| while (mState.mUniformLocations[nextUniformLocation].used || | |
| mState.mUniformLocations[nextUniformLocation].ignored) | |
| { | |
| nextUniformLocation++; | |
| } | |
| ASSERT(nextUniformLocation < mState.mUniformLocations.size()); | |
| mState.mUniformLocations[nextUniformLocation] = unboundUniform; | |
| nextUniformLocation++; | |
| } | |
| return true; | |
| } | |
| bool Program::linkValidateInterfaceBlockFields(InfoLog &infoLog, | |
| const std::string &uniformName, | |
| const sh::InterfaceBlockField &vertexUniform, | |
| const sh::InterfaceBlockField &fragmentUniform) | |
| { | |
| // We don't validate precision on UBO fields. See resolution of Khronos bug 10287. | |
| if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform, false)) | |
| { | |
| return false; | |
| } | |
| if (vertexUniform.isRowMajorLayout != fragmentUniform.isRowMajorLayout) | |
| { | |
| infoLog << "Matrix packings for " << uniformName << " differ between vertex and fragment shaders"; | |
| return false; | |
| } | |
| return true; | |
| } | |
| // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices | |
| bool Program::linkAttributes(const ContextState &data, | |
| InfoLog &infoLog, | |
| const Bindings &attributeBindings, | |
| const Shader *vertexShader) | |
| { | |
| unsigned int usedLocations = 0; | |
| mState.mAttributes = vertexShader->getActiveAttributes(); | |
| GLuint maxAttribs = data.getCaps().maxVertexAttributes; | |
| // TODO(jmadill): handle aliasing robustly | |
| if (mState.mAttributes.size() > maxAttribs) | |
| { | |
| infoLog << "Too many vertex attributes."; | |
| return false; | |
| } | |
| std::vector<sh::Attribute *> usedAttribMap(maxAttribs, nullptr); | |
| // Link attributes that have a binding location | |
| for (sh::Attribute &attribute : mState.mAttributes) | |
| { | |
| // TODO(jmadill): do staticUse filtering step here, or not at all | |
| ASSERT(attribute.staticUse); | |
| int bindingLocation = attributeBindings.getBinding(attribute.name); | |
| if (attribute.location == -1 && bindingLocation != -1) | |
| { | |
| attribute.location = bindingLocation; | |
| } | |
| if (attribute.location != -1) | |
| { | |
| // Location is set by glBindAttribLocation or by location layout qualifier | |
| const int regs = VariableRegisterCount(attribute.type); | |
| if (static_cast<GLuint>(regs + attribute.location) > maxAttribs) | |
| { | |
| infoLog << "Active attribute (" << attribute.name << ") at location " | |
| << attribute.location << " is too big to fit"; | |
| return false; | |
| } | |
| for (int reg = 0; reg < regs; reg++) | |
| { | |
| const int regLocation = attribute.location + reg; | |
| sh::ShaderVariable *linkedAttribute = usedAttribMap[regLocation]; | |
| // In GLSL 3.00, attribute aliasing produces a link error | |
| // In GLSL 1.00, attribute aliasing is allowed, but ANGLE currently has a bug | |
| if (linkedAttribute) | |
| { | |
| // TODO(jmadill): fix aliasing on ES2 | |
| // if (mProgram->getShaderVersion() >= 300) | |
| { | |
| infoLog << "Attribute '" << attribute.name << "' aliases attribute '" | |
| << linkedAttribute->name << "' at location " << regLocation; | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| usedAttribMap[regLocation] = &attribute; | |
| } | |
| usedLocations |= 1 << regLocation; | |
| } | |
| } | |
| } | |
| // Link attributes that don't have a binding location | |
| for (sh::Attribute &attribute : mState.mAttributes) | |
| { | |
| ASSERT(attribute.staticUse); | |
| // Not set by glBindAttribLocation or by location layout qualifier | |
| if (attribute.location == -1) | |
| { | |
| int regs = VariableRegisterCount(attribute.type); | |
| int availableIndex = AllocateFirstFreeBits(&usedLocations, regs, maxAttribs); | |
| if (availableIndex == -1 || static_cast<GLuint>(availableIndex + regs) > maxAttribs) | |
| { | |
| infoLog << "Too many active attributes (" << attribute.name << ")"; | |
| return false; | |
| } | |
| attribute.location = availableIndex; | |
| } | |
| } | |
| for (const sh::Attribute &attribute : mState.mAttributes) | |
| { | |
| ASSERT(attribute.staticUse); | |
| ASSERT(attribute.location != -1); | |
| int regs = VariableRegisterCount(attribute.type); | |
| for (int r = 0; r < regs; r++) | |
| { | |
| mState.mActiveAttribLocationsMask.set(attribute.location + r); | |
| } | |
| } | |
| return true; | |
| } | |
| bool Program::validateUniformBlocksCount(GLuint maxUniformBlocks, | |
| const std::vector<sh::InterfaceBlock> &intefaceBlocks, | |
| const std::string &errorMessage, | |
| InfoLog &infoLog) const | |
| { | |
| GLuint blockCount = 0; | |
| for (const sh::InterfaceBlock &block : intefaceBlocks) | |
| { | |
| if (block.staticUse || block.layout != sh::BLOCKLAYOUT_PACKED) | |
| { | |
| if (++blockCount > maxUniformBlocks) | |
| { | |
| infoLog << errorMessage << maxUniformBlocks << ")"; | |
| return false; | |
| } | |
| } | |
| } | |
| return true; | |
| } | |
| bool Program::validateVertexAndFragmentInterfaceBlocks( | |
| const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks, | |
| const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks, | |
| InfoLog &infoLog) const | |
| { | |
| // Check that interface blocks defined in the vertex and fragment shaders are identical | |
| typedef std::map<std::string, const sh::InterfaceBlock *> UniformBlockMap; | |
| UniformBlockMap linkedUniformBlocks; | |
| for (const sh::InterfaceBlock &vertexInterfaceBlock : vertexInterfaceBlocks) | |
| { | |
| linkedUniformBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock; | |
| } | |
| for (const sh::InterfaceBlock &fragmentInterfaceBlock : fragmentInterfaceBlocks) | |
| { | |
| auto entry = linkedUniformBlocks.find(fragmentInterfaceBlock.name); | |
| if (entry != linkedUniformBlocks.end()) | |
| { | |
| const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second; | |
| if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock)) | |
| { | |
| return false; | |
| } | |
| } | |
| } | |
| return true; | |
| } | |
| bool Program::linkUniformBlocks(InfoLog &infoLog, const Caps &caps) | |
| { | |
| if (mState.mAttachedComputeShader) | |
| { | |
| const Shader &computeShader = *mState.mAttachedComputeShader; | |
| const auto &computeInterfaceBlocks = computeShader.getInterfaceBlocks(); | |
| if (!validateUniformBlocksCount( | |
| caps.maxComputeUniformBlocks, computeInterfaceBlocks, | |
| "Compute shader uniform block count exceeds GL_MAX_COMPUTE_UNIFORM_BLOCKS (", | |
| infoLog)) | |
| { | |
| return false; | |
| } | |
| return true; | |
| } | |
| const Shader &vertexShader = *mState.mAttachedVertexShader; | |
| const Shader &fragmentShader = *mState.mAttachedFragmentShader; | |
| const auto &vertexInterfaceBlocks = vertexShader.getInterfaceBlocks(); | |
| const auto &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks(); | |
| if (!validateUniformBlocksCount( | |
| caps.maxVertexUniformBlocks, vertexInterfaceBlocks, | |
| "Vertex shader uniform block count exceeds GL_MAX_VERTEX_UNIFORM_BLOCKS (", infoLog)) | |
| { | |
| return false; | |
| } | |
| if (!validateUniformBlocksCount( | |
| caps.maxFragmentUniformBlocks, fragmentInterfaceBlocks, | |
| "Fragment shader uniform block count exceeds GL_MAX_FRAGMENT_UNIFORM_BLOCKS (", | |
| infoLog)) | |
| { | |
| return false; | |
| } | |
| if (!validateVertexAndFragmentInterfaceBlocks(vertexInterfaceBlocks, fragmentInterfaceBlocks, | |
| infoLog)) | |
| { | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Program::areMatchingInterfaceBlocks(gl::InfoLog &infoLog, | |
| const sh::InterfaceBlock &vertexInterfaceBlock, | |
| const sh::InterfaceBlock &fragmentInterfaceBlock) const | |
| { | |
| const char* blockName = vertexInterfaceBlock.name.c_str(); | |
| // validate blocks for the same member types | |
| if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size()) | |
| { | |
| infoLog << "Types for interface block '" << blockName | |
| << "' differ between vertex and fragment shaders"; | |
| return false; | |
| } | |
| if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize) | |
| { | |
| infoLog << "Array sizes differ for interface block '" << blockName | |
| << "' between vertex and fragment shaders"; | |
| return false; | |
| } | |
| if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout || vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout) | |
| { | |
| infoLog << "Layout qualifiers differ for interface block '" << blockName | |
| << "' between vertex and fragment shaders"; | |
| return false; | |
| } | |
| const unsigned int numBlockMembers = | |
| static_cast<unsigned int>(vertexInterfaceBlock.fields.size()); | |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++) | |
| { | |
| const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex]; | |
| const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex]; | |
| if (vertexMember.name != fragmentMember.name) | |
| { | |
| infoLog << "Name mismatch for field " << blockMemberIndex | |
| << " of interface block '" << blockName | |
| << "': (in vertex: '" << vertexMember.name | |
| << "', in fragment: '" << fragmentMember.name << "')"; | |
| return false; | |
| } | |
| std::string memberName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'"; | |
| if (!linkValidateInterfaceBlockFields(infoLog, memberName, vertexMember, fragmentMember)) | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| bool Program::linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable, | |
| const sh::ShaderVariable &fragmentVariable, bool validatePrecision) | |
| { | |
| if (vertexVariable.type != fragmentVariable.type) | |
| { | |
| infoLog << "Types for " << variableName << " differ between vertex and fragment shaders"; | |
| return false; | |
| } | |
| if (vertexVariable.arraySize != fragmentVariable.arraySize) | |
| { | |
| infoLog << "Array sizes for " << variableName << " differ between vertex and fragment shaders"; | |
| return false; | |
| } | |
| if (validatePrecision && vertexVariable.precision != fragmentVariable.precision) | |
| { | |
| infoLog << "Precisions for " << variableName << " differ between vertex and fragment shaders"; | |
| return false; | |
| } | |
| if (vertexVariable.fields.size() != fragmentVariable.fields.size()) | |
| { | |
| infoLog << "Structure lengths for " << variableName << " differ between vertex and fragment shaders"; | |
| return false; | |
| } | |
| const unsigned int numMembers = static_cast<unsigned int>(vertexVariable.fields.size()); | |
| for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++) | |
| { | |
| const sh::ShaderVariable &vertexMember = vertexVariable.fields[memberIndex]; | |
| const sh::ShaderVariable &fragmentMember = fragmentVariable.fields[memberIndex]; | |
| if (vertexMember.name != fragmentMember.name) | |
| { | |
| infoLog << "Name mismatch for field '" << memberIndex | |
| << "' of " << variableName | |
| << ": (in vertex: '" << vertexMember.name | |
| << "', in fragment: '" << fragmentMember.name << "')"; | |
| return false; | |
| } | |
| const std::string memberName = variableName.substr(0, variableName.length() - 1) + "." + | |
| vertexMember.name + "'"; | |
| if (!linkValidateVariablesBase(infoLog, vertexMember.name, vertexMember, fragmentMember, validatePrecision)) | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| bool Program::linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform) | |
| { | |
| #if ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION == ANGLE_ENABLED | |
| const bool validatePrecision = true; | |
| #else | |
| const bool validatePrecision = false; | |
| #endif | |
| if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform, validatePrecision)) | |
| { | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Program::linkValidateVaryings(InfoLog &infoLog, | |
| const std::string &varyingName, | |
| const sh::Varying &vertexVarying, | |
| const sh::Varying &fragmentVarying, | |
| int shaderVersion) | |
| { | |
| if (!linkValidateVariablesBase(infoLog, varyingName, vertexVarying, fragmentVarying, false)) | |
| { | |
| return false; | |
| } | |
| if (!sh::InterpolationTypesMatch(vertexVarying.interpolation, fragmentVarying.interpolation)) | |
| { | |
| infoLog << "Interpolation types for " << varyingName | |
| << " differ between vertex and fragment shaders."; | |
| return false; | |
| } | |
| if (shaderVersion == 100 && vertexVarying.isInvariant != fragmentVarying.isInvariant) | |
| { | |
| infoLog << "Invariance for " << varyingName | |
| << " differs between vertex and fragment shaders."; | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Program::linkValidateTransformFeedback(InfoLog &infoLog, | |
| const std::vector<const sh::Varying *> &varyings, | |
| const Caps &caps) const | |
| { | |
| size_t totalComponents = 0; | |
| std::set<std::string> uniqueNames; | |
| for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames) | |
| { | |
| bool found = false; | |
| for (const sh::Varying *varying : varyings) | |
| { | |
| if (tfVaryingName == varying->name) | |
| { | |
| if (uniqueNames.count(tfVaryingName) > 0) | |
| { | |
| infoLog << "Two transform feedback varyings specify the same output variable (" | |
| << tfVaryingName << ")."; | |
| return false; | |
| } | |
| uniqueNames.insert(tfVaryingName); | |
| if (varying->isArray()) | |
| { | |
| infoLog << "Capture of arrays is undefined and not supported."; | |
| return false; | |
| } | |
| // TODO(jmadill): Investigate implementation limits on D3D11 | |
| size_t componentCount = gl::VariableComponentCount(varying->type); | |
| if (mState.mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS && | |
| componentCount > caps.maxTransformFeedbackSeparateComponents) | |
| { | |
| infoLog << "Transform feedback varying's " << varying->name << " components (" | |
| << componentCount << ") exceed the maximum separate components (" | |
| << caps.maxTransformFeedbackSeparateComponents << ")."; | |
| return false; | |
| } | |
| totalComponents += componentCount; | |
| found = true; | |
| break; | |
| } | |
| } | |
| if (tfVaryingName.find('[') != std::string::npos) | |
| { | |
| infoLog << "Capture of array elements is undefined and not supported."; | |
| return false; | |
| } | |
| // All transform feedback varyings are expected to exist since packVaryings checks for them. | |
| ASSERT(found); | |
| UNUSED_ASSERTION_VARIABLE(found); | |
| } | |
| if (mState.mTransformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS && | |
| totalComponents > caps.maxTransformFeedbackInterleavedComponents) | |
| { | |
| infoLog << "Transform feedback varying total components (" << totalComponents | |
| << ") exceed the maximum interleaved components (" | |
| << caps.maxTransformFeedbackInterleavedComponents << ")."; | |
| return false; | |
| } | |
| return true; | |
| } | |
| void Program::gatherTransformFeedbackVaryings(const std::vector<const sh::Varying *> &varyings) | |
| { | |
| // Gather the linked varyings that are used for transform feedback, they should all exist. | |
| mState.mTransformFeedbackVaryingVars.clear(); | |
| for (const std::string &tfVaryingName : mState.mTransformFeedbackVaryingNames) | |
| { | |
| for (const sh::Varying *varying : varyings) | |
| { | |
| if (tfVaryingName == varying->name) | |
| { | |
| mState.mTransformFeedbackVaryingVars.push_back(*varying); | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| std::vector<const sh::Varying *> Program::getMergedVaryings() const | |
| { | |
| std::set<std::string> uniqueNames; | |
| std::vector<const sh::Varying *> varyings; | |
| for (const sh::Varying &varying : mState.mAttachedVertexShader->getVaryings()) | |
| { | |
| if (uniqueNames.count(varying.name) == 0) | |
| { | |
| uniqueNames.insert(varying.name); | |
| varyings.push_back(&varying); | |
| } | |
| } | |
| for (const sh::Varying &varying : mState.mAttachedFragmentShader->getVaryings()) | |
| { | |
| if (uniqueNames.count(varying.name) == 0) | |
| { | |
| uniqueNames.insert(varying.name); | |
| varyings.push_back(&varying); | |
| } | |
| } | |
| return varyings; | |
| } | |
| void Program::linkOutputVariables() | |
| { | |
| const Shader *fragmentShader = mState.mAttachedFragmentShader; | |
| ASSERT(fragmentShader != nullptr); | |
| // Skip this step for GLES2 shaders. | |
| if (fragmentShader->getShaderVersion() == 100) | |
| return; | |
| const auto &shaderOutputVars = fragmentShader->getActiveOutputVariables(); | |
| // TODO(jmadill): any caps validation here? | |
| for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); | |
| outputVariableIndex++) | |
| { | |
| const sh::OutputVariable &outputVariable = shaderOutputVars[outputVariableIndex]; | |
| // Don't store outputs for gl_FragDepth, gl_FragColor, etc. | |
| if (outputVariable.isBuiltIn()) | |
| continue; | |
| // Since multiple output locations must be specified, use 0 for non-specified locations. | |
| int baseLocation = (outputVariable.location == -1 ? 0 : outputVariable.location); | |
| ASSERT(outputVariable.staticUse); | |
| for (unsigned int elementIndex = 0; elementIndex < outputVariable.elementCount(); | |
| elementIndex++) | |
| { | |
| const int location = baseLocation + elementIndex; | |
| ASSERT(mState.mOutputVariables.count(location) == 0); | |
| unsigned int element = outputVariable.isArray() ? elementIndex : GL_INVALID_INDEX; | |
| mState.mOutputVariables[location] = | |
| VariableLocation(outputVariable.name, element, outputVariableIndex); | |
| } | |
| } | |
| } | |
| bool Program::flattenUniformsAndCheckCapsForShader(const gl::Shader &shader, | |
| GLuint maxUniformComponents, | |
| GLuint maxTextureImageUnits, | |
| const std::string &componentsErrorMessage, | |
| const std::string &samplerErrorMessage, | |
| std::vector<LinkedUniform> &samplerUniforms, | |
| InfoLog &infoLog) | |
| { | |
| VectorAndSamplerCount vasCount; | |
| for (const sh::Uniform &uniform : shader.getUniforms()) | |
| { | |
| if (uniform.staticUse) | |
| { | |
| vasCount += flattenUniform(uniform, uniform.name, &samplerUniforms); | |
| } | |
| } | |
| if (vasCount.vectorCount > maxUniformComponents) | |
| { | |
| infoLog << componentsErrorMessage << maxUniformComponents << ")."; | |
| return false; | |
| } | |
| if (vasCount.samplerCount > maxTextureImageUnits) | |
| { | |
| infoLog << samplerErrorMessage << maxTextureImageUnits << ")."; | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Program::flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog) | |
| { | |
| std::vector<LinkedUniform> samplerUniforms; | |
| if (mState.mAttachedComputeShader) | |
| { | |
| const gl::Shader *computeShader = mState.getAttachedComputeShader(); | |
| // TODO (mradev): check whether we need finer-grained component counting | |
| if (!flattenUniformsAndCheckCapsForShader( | |
| *computeShader, caps.maxComputeUniformComponents / 4, | |
| caps.maxComputeTextureImageUnits, | |
| "Compute shader active uniforms exceed MAX_COMPUTE_UNIFORM_COMPONENTS (", | |
| "Compute shader sampler count exceeds MAX_COMPUTE_TEXTURE_IMAGE_UNITS (", | |
| samplerUniforms, infoLog)) | |
| { | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| const gl::Shader *vertexShader = mState.getAttachedVertexShader(); | |
| if (!flattenUniformsAndCheckCapsForShader( | |
| *vertexShader, caps.maxVertexUniformVectors, caps.maxVertexTextureImageUnits, | |
| "Vertex shader active uniforms exceed MAX_VERTEX_UNIFORM_VECTORS (", | |
| "Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (", | |
| samplerUniforms, infoLog)) | |
| { | |
| return false; | |
| } | |
| const gl::Shader *fragmentShader = mState.getAttachedFragmentShader(); | |
| if (!flattenUniformsAndCheckCapsForShader( | |
| *fragmentShader, caps.maxFragmentUniformVectors, caps.maxTextureImageUnits, | |
| "Fragment shader active uniforms exceed MAX_FRAGMENT_UNIFORM_VECTORS (", | |
| "Fragment shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (", samplerUniforms, | |
| infoLog)) | |
| { | |
| return false; | |
| } | |
| } | |
| mSamplerUniformRange.start = static_cast<unsigned int>(mState.mUniforms.size()); | |
| mSamplerUniformRange.end = | |
| mSamplerUniformRange.start + static_cast<unsigned int>(samplerUniforms.size()); | |
| mState.mUniforms.insert(mState.mUniforms.end(), samplerUniforms.begin(), samplerUniforms.end()); | |
| return true; | |
| } | |
| Program::VectorAndSamplerCount Program::flattenUniform(const sh::ShaderVariable &uniform, | |
| const std::string &fullName, | |
| std::vector<LinkedUniform> *samplerUniforms) | |
| { | |
| VectorAndSamplerCount vectorAndSamplerCount; | |
| if (uniform.isStruct()) | |
| { | |
| for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++) | |
| { | |
| const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : ""); | |
| for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++) | |
| { | |
| const sh::ShaderVariable &field = uniform.fields[fieldIndex]; | |
| const std::string &fieldFullName = (fullName + elementString + "." + field.name); | |
| vectorAndSamplerCount += flattenUniform(field, fieldFullName, samplerUniforms); | |
| } | |
| } | |
| return vectorAndSamplerCount; | |
| } | |
| // Not a struct | |
| bool isSampler = IsSamplerType(uniform.type); | |
| if (!UniformInList(mState.getUniforms(), fullName) && | |
| !UniformInList(*samplerUniforms, fullName)) | |
| { | |
| gl::LinkedUniform linkedUniform(uniform.type, uniform.precision, fullName, | |
| uniform.arraySize, -1, | |
| sh::BlockMemberInfo::getDefaultBlockInfo()); | |
| linkedUniform.staticUse = true; | |
| // Store sampler uniforms separately, so we'll append them to the end of the list. | |
| if (isSampler) | |
| { | |
| samplerUniforms->push_back(linkedUniform); | |
| } | |
| else | |
| { | |
| mState.mUniforms.push_back(linkedUniform); | |
| } | |
| } | |
| unsigned int elementCount = uniform.elementCount(); | |
| // Samplers aren't "real" uniforms, so they don't count towards register usage. | |
| // Likewise, don't count "real" uniforms towards sampler count. | |
| vectorAndSamplerCount.vectorCount = | |
| (isSampler ? 0 : (VariableRegisterCount(uniform.type) * elementCount)); | |
| vectorAndSamplerCount.samplerCount = (isSampler ? elementCount : 0); | |
| return vectorAndSamplerCount; | |
| } | |
| void Program::gatherInterfaceBlockInfo() | |
| { | |
| ASSERT(mState.mUniformBlocks.empty()); | |
| if (mState.mAttachedComputeShader) | |
| { | |
| const gl::Shader *computeShader = mState.getAttachedComputeShader(); | |
| for (const sh::InterfaceBlock &computeBlock : computeShader->getInterfaceBlocks()) | |
| { | |
| // Only 'packed' blocks are allowed to be considered inactive. | |
| if (!computeBlock.staticUse && computeBlock.layout == sh::BLOCKLAYOUT_PACKED) | |
| continue; | |
| for (gl::UniformBlock &block : mState.mUniformBlocks) | |
| { | |
| if (block.name == computeBlock.name) | |
| { | |
| block.computeStaticUse = computeBlock.staticUse; | |
| } | |
| } | |
| defineUniformBlock(computeBlock, GL_COMPUTE_SHADER); | |
| } | |
| return; | |
| } | |
| std::set<std::string> visitedList; | |
| const gl::Shader *vertexShader = mState.getAttachedVertexShader(); | |
| for (const sh::InterfaceBlock &vertexBlock : vertexShader->getInterfaceBlocks()) | |
| { | |
| // Only 'packed' blocks are allowed to be considered inactive. | |
| if (!vertexBlock.staticUse && vertexBlock.layout == sh::BLOCKLAYOUT_PACKED) | |
| continue; | |
| if (visitedList.count(vertexBlock.name) > 0) | |
| continue; | |
| defineUniformBlock(vertexBlock, GL_VERTEX_SHADER); | |
| visitedList.insert(vertexBlock.name); | |
| } | |
| const gl::Shader *fragmentShader = mState.getAttachedFragmentShader(); | |
| for (const sh::InterfaceBlock &fragmentBlock : fragmentShader->getInterfaceBlocks()) | |
| { | |
| // Only 'packed' blocks are allowed to be considered inactive. | |
| if (!fragmentBlock.staticUse && fragmentBlock.layout == sh::BLOCKLAYOUT_PACKED) | |
| continue; | |
| if (visitedList.count(fragmentBlock.name) > 0) | |
| { | |
| for (gl::UniformBlock &block : mState.mUniformBlocks) | |
| { | |
| if (block.name == fragmentBlock.name) | |
| { | |
| block.fragmentStaticUse = fragmentBlock.staticUse; | |
| } | |
| } | |
| continue; | |
| } | |
| defineUniformBlock(fragmentBlock, GL_FRAGMENT_SHADER); | |
| visitedList.insert(fragmentBlock.name); | |
| } | |
| } | |
| template <typename VarT> | |
| void Program::defineUniformBlockMembers(const std::vector<VarT> &fields, | |
| const std::string &prefix, | |
| int blockIndex) | |
| { | |
| for (const VarT &field : fields) | |
| { | |
| const std::string &fullName = (prefix.empty() ? field.name : prefix + "." + field.name); | |
| if (field.isStruct()) | |
| { | |
| for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++) | |
| { | |
| const std::string uniformElementName = | |
| fullName + (field.isArray() ? ArrayString(arrayElement) : ""); | |
| defineUniformBlockMembers(field.fields, uniformElementName, blockIndex); | |
| } | |
| } | |
| else | |
| { | |
| // If getBlockMemberInfo returns false, the uniform is optimized out. | |
| sh::BlockMemberInfo memberInfo; | |
| if (!mProgram->getUniformBlockMemberInfo(fullName, &memberInfo)) | |
| { | |
| continue; | |
| } | |
| LinkedUniform newUniform(field.type, field.precision, fullName, field.arraySize, | |
| blockIndex, memberInfo); | |
| // Since block uniforms have no location, we don't need to store them in the uniform | |
| // locations list. | |
| mState.mUniforms.push_back(newUniform); | |
| } | |
| } | |
| } | |
| void Program::defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType) | |
| { | |
| int blockIndex = static_cast<int>(mState.mUniformBlocks.size()); | |
| size_t blockSize = 0; | |
| // Don't define this block at all if it's not active in the implementation. | |
| if (!mProgram->getUniformBlockSize(interfaceBlock.name, &blockSize)) | |
| { | |
| return; | |
| } | |
| // Track the first and last uniform index to determine the range of active uniforms in the | |
| // block. | |
| size_t firstBlockUniformIndex = mState.mUniforms.size(); | |
| defineUniformBlockMembers(interfaceBlock.fields, interfaceBlock.fieldPrefix(), blockIndex); | |
| size_t lastBlockUniformIndex = mState.mUniforms.size(); | |
| std::vector<unsigned int> blockUniformIndexes; | |
| for (size_t blockUniformIndex = firstBlockUniformIndex; | |
| blockUniformIndex < lastBlockUniformIndex; ++blockUniformIndex) | |
| { | |
| blockUniformIndexes.push_back(static_cast<unsigned int>(blockUniformIndex)); | |
| } | |
| if (interfaceBlock.arraySize > 0) | |
| { | |
| for (unsigned int arrayElement = 0; arrayElement < interfaceBlock.arraySize; ++arrayElement) | |
| { | |
| UniformBlock block(interfaceBlock.name, true, arrayElement); | |
| block.memberUniformIndexes = blockUniformIndexes; | |
| switch (shaderType) | |
| { | |
| case GL_VERTEX_SHADER: | |
| { | |
| block.vertexStaticUse = interfaceBlock.staticUse; | |
| break; | |
| } | |
| case GL_FRAGMENT_SHADER: | |
| { | |
| block.fragmentStaticUse = interfaceBlock.staticUse; | |
| break; | |
| } | |
| case GL_COMPUTE_SHADER: | |
| { | |
| block.computeStaticUse = interfaceBlock.staticUse; | |
| break; | |
| } | |
| default: | |
| UNREACHABLE(); | |
| } | |
| // TODO(jmadill): Determine if we can ever have an inactive array element block. | |
| size_t blockElementSize = 0; | |
| if (!mProgram->getUniformBlockSize(block.nameWithArrayIndex(), &blockElementSize)) | |
| { | |
| continue; | |
| } | |
| ASSERT(blockElementSize == blockSize); | |
| block.dataSize = static_cast<unsigned int>(blockElementSize); | |
| mState.mUniformBlocks.push_back(block); | |
| } | |
| } | |
| else | |
| { | |
| UniformBlock block(interfaceBlock.name, false, 0); | |
| block.memberUniformIndexes = blockUniformIndexes; | |
| switch (shaderType) | |
| { | |
| case GL_VERTEX_SHADER: | |
| { | |
| block.vertexStaticUse = interfaceBlock.staticUse; | |
| break; | |
| } | |
| case GL_FRAGMENT_SHADER: | |
| { | |
| block.fragmentStaticUse = interfaceBlock.staticUse; | |
| break; | |
| } | |
| case GL_COMPUTE_SHADER: | |
| { | |
| block.computeStaticUse = interfaceBlock.staticUse; | |
| break; | |
| } | |
| default: | |
| UNREACHABLE(); | |
| } | |
| block.dataSize = static_cast<unsigned int>(blockSize); | |
| mState.mUniformBlocks.push_back(block); | |
| } | |
| } | |
| template <typename T> | |
| void Program::setUniformInternal(GLint location, GLsizei count, const T *v) | |
| { | |
| const VariableLocation &locationInfo = mState.mUniformLocations[location]; | |
| LinkedUniform *linkedUniform = &mState.mUniforms[locationInfo.index]; | |
| uint8_t *destPointer = linkedUniform->getDataPtrToElement(locationInfo.element); | |
| if (VariableComponentType(linkedUniform->type) == GL_BOOL) | |
| { | |
| // Do a cast conversion for boolean types. From the spec: | |
| // "The uniform is set to FALSE if the input value is 0 or 0.0f, and set to TRUE otherwise." | |
| GLint *destAsInt = reinterpret_cast<GLint *>(destPointer); | |
| for (GLsizei component = 0; component < count; ++component) | |
| { | |
| destAsInt[component] = (v[component] != static_cast<T>(0) ? GL_TRUE : GL_FALSE); | |
| } | |
| } | |
| else | |
| { | |
| // Invalide the validation cache if we modify the sampler data. | |
| if (linkedUniform->isSampler() && memcmp(destPointer, v, sizeof(T) * count) != 0) | |
| { | |
| mCachedValidateSamplersResult.reset(); | |
| } | |
| memcpy(destPointer, v, sizeof(T) * count); | |
| } | |
| } | |
| template <size_t cols, size_t rows, typename T> | |
| void Program::setMatrixUniformInternal(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const T *v) | |
| { | |
| if (!transpose) | |
| { | |
| setUniformInternal(location, count * cols * rows, v); | |
| return; | |
| } | |
| // Perform a transposing copy. | |
| const VariableLocation &locationInfo = mState.mUniformLocations[location]; | |
| LinkedUniform *linkedUniform = &mState.mUniforms[locationInfo.index]; | |
| T *destPtr = reinterpret_cast<T *>(linkedUniform->getDataPtrToElement(locationInfo.element)); | |
| for (GLsizei element = 0; element < count; ++element) | |
| { | |
| size_t elementOffset = element * rows * cols; | |
| for (size_t row = 0; row < rows; ++row) | |
| { | |
| for (size_t col = 0; col < cols; ++col) | |
| { | |
| destPtr[col * rows + row + elementOffset] = v[row * cols + col + elementOffset]; | |
| } | |
| } | |
| } | |
| } | |
| template <typename DestT> | |
| void Program::getUniformInternal(GLint location, DestT *dataOut) const | |
| { | |
| const VariableLocation &locationInfo = mState.mUniformLocations[location]; | |
| const LinkedUniform &uniform = mState.mUniforms[locationInfo.index]; | |
| const uint8_t *srcPointer = uniform.getDataPtrToElement(locationInfo.element); | |
| GLenum componentType = VariableComponentType(uniform.type); | |
| if (componentType == GLTypeToGLenum<DestT>::value) | |
| { | |
| memcpy(dataOut, srcPointer, uniform.getElementSize()); | |
| return; | |
| } | |
| int components = VariableComponentCount(uniform.type); | |
| switch (componentType) | |
| { | |
| case GL_INT: | |
| UniformStateQueryCastLoop<GLint>(dataOut, srcPointer, components); | |
| break; | |
| case GL_UNSIGNED_INT: | |
| UniformStateQueryCastLoop<GLuint>(dataOut, srcPointer, components); | |
| break; | |
| case GL_BOOL: | |
| UniformStateQueryCastLoop<GLboolean>(dataOut, srcPointer, components); | |
| break; | |
| case GL_FLOAT: | |
| UniformStateQueryCastLoop<GLfloat>(dataOut, srcPointer, components); | |
| break; | |
| default: | |
| UNREACHABLE(); | |
| } | |
| } | |
| } |