summaryrefslogtreecommitdiffstats
path: root/gfx/angle/src/libANGLE/Program.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/angle/src/libANGLE/Program.cpp')
-rwxr-xr-xgfx/angle/src/libANGLE/Program.cpp236
1 files changed, 136 insertions, 100 deletions
diff --git a/gfx/angle/src/libANGLE/Program.cpp b/gfx/angle/src/libANGLE/Program.cpp
index 06d8d1534..7f4226da1 100755
--- a/gfx/angle/src/libANGLE/Program.cpp
+++ b/gfx/angle/src/libANGLE/Program.cpp
@@ -377,27 +377,39 @@ const std::string &Program::getLabel() const
return mState.mLabel;
}
-void Program::attachShader(Shader *shader)
+bool Program::attachShader(Shader *shader)
{
switch (shader->getType())
{
case GL_VERTEX_SHADER:
{
- ASSERT(!mState.mAttachedVertexShader);
+ if (mState.mAttachedVertexShader)
+ {
+ return false;
+ }
+
mState.mAttachedVertexShader = shader;
mState.mAttachedVertexShader->addRef();
break;
}
case GL_FRAGMENT_SHADER:
{
- ASSERT(!mState.mAttachedFragmentShader);
+ if (mState.mAttachedFragmentShader)
+ {
+ return false;
+ }
+
mState.mAttachedFragmentShader = shader;
mState.mAttachedFragmentShader->addRef();
break;
}
case GL_COMPUTE_SHADER:
{
- ASSERT(!mState.mAttachedComputeShader);
+ if (mState.mAttachedComputeShader)
+ {
+ return false;
+ }
+
mState.mAttachedComputeShader = shader;
mState.mAttachedComputeShader->addRef();
break;
@@ -405,6 +417,8 @@ void Program::attachShader(Shader *shader)
default:
UNREACHABLE();
}
+
+ return true;
}
bool Program::detachShader(Shader *shader)
@@ -509,7 +523,7 @@ BindingInfo Program::getFragmentInputBindingInfo(GLint index) const
if (arrayIndex == GL_INVALID_INDEX)
arrayIndex = 0;
- ret.name = in.mappedName + "[" + ToString(arrayIndex) + "]";
+ ret.name = in.mappedName + "[" + std::to_string(arrayIndex) + "]";
}
else
{
@@ -597,10 +611,11 @@ Error Program::link(const ContextState &data)
return NoError();
}
- ANGLE_TRY_RESULT(mProgram->link(data, mInfoLog), mLinked);
- if (!mLinked)
+ rx::LinkResult result = mProgram->link(data, mInfoLog);
+
+ if (result.error.isError() || !result.linkSuccess)
{
- return NoError();
+ return result.error;
}
}
else
@@ -653,10 +668,10 @@ Error Program::link(const ContextState &data)
linkOutputVariables();
- ANGLE_TRY_RESULT(mProgram->link(data, mInfoLog), mLinked);
- if (!mLinked)
+ rx::LinkResult result = mProgram->link(data, mInfoLog);
+ if (result.error.isError() || !result.linkSuccess)
{
- return NoError();
+ return result.error;
}
gatherTransformFeedbackVaryings(mergedVaryings);
@@ -664,6 +679,7 @@ Error Program::link(const ContextState &data)
gatherInterfaceBlockInfo();
+ mLinked = true;
return NoError();
}
@@ -843,9 +859,14 @@ Error Program::loadBinary(GLenum binaryFormat, const void *binary, GLsizei lengt
stream.readInt(&mSamplerUniformRange.start);
stream.readInt(&mSamplerUniformRange.end);
- ANGLE_TRY_RESULT(mProgram->load(mInfoLog, &stream), mLinked);
+ rx::LinkResult result = mProgram->load(mInfoLog, &stream);
+ if (result.error.isError() || !result.linkSuccess)
+ {
+ return result.error;
+ }
- return NoError();
+ mLinked = true;
+ return Error(GL_NO_ERROR);
#endif // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
}
@@ -1336,128 +1357,128 @@ GLuint Program::getUniformIndex(const std::string &name) const
void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 1, v);
- mProgram->setUniform1fv(location, clampedCount, v);
+ setUniformInternal(location, count * 1, v);
+ mProgram->setUniform1fv(location, count, v);
}
void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 2, v);
- mProgram->setUniform2fv(location, clampedCount, v);
+ setUniformInternal(location, count * 2, v);
+ mProgram->setUniform2fv(location, count, v);
}
void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 3, v);
- mProgram->setUniform3fv(location, clampedCount, v);
+ setUniformInternal(location, count * 3, v);
+ mProgram->setUniform3fv(location, count, v);
}
void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 4, v);
- mProgram->setUniform4fv(location, clampedCount, v);
+ setUniformInternal(location, count * 4, v);
+ mProgram->setUniform4fv(location, count, v);
}
void Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 1, v);
- mProgram->setUniform1iv(location, clampedCount, v);
+ setUniformInternal(location, count * 1, v);
+ mProgram->setUniform1iv(location, count, v);
}
void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 2, v);
- mProgram->setUniform2iv(location, clampedCount, v);
+ setUniformInternal(location, count * 2, v);
+ mProgram->setUniform2iv(location, count, v);
}
void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 3, v);
- mProgram->setUniform3iv(location, clampedCount, v);
+ setUniformInternal(location, count * 3, v);
+ mProgram->setUniform3iv(location, count, v);
}
void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 4, v);
- mProgram->setUniform4iv(location, clampedCount, v);
+ setUniformInternal(location, count * 4, v);
+ mProgram->setUniform4iv(location, count, v);
}
void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 1, v);
- mProgram->setUniform1uiv(location, clampedCount, v);
+ setUniformInternal(location, count * 1, v);
+ mProgram->setUniform1uiv(location, count, v);
}
void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 2, v);
- mProgram->setUniform2uiv(location, clampedCount, v);
+ setUniformInternal(location, count * 2, v);
+ mProgram->setUniform2uiv(location, count, v);
}
void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 3, v);
- mProgram->setUniform3uiv(location, clampedCount, v);
+ setUniformInternal(location, count * 3, v);
+ mProgram->setUniform3uiv(location, count, v);
}
void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
- GLsizei clampedCount = setUniformInternal(location, count, 4, v);
- mProgram->setUniform4uiv(location, clampedCount, v);
+ setUniformInternal(location, count * 4, v);
+ mProgram->setUniform4uiv(location, count, v);
}
void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
- GLsizei clampedCount = setMatrixUniformInternal<2, 2>(location, count, transpose, v);
- mProgram->setUniformMatrix2fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<3, 3>(location, count, transpose, v);
- mProgram->setUniformMatrix3fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<4, 4>(location, count, transpose, v);
- mProgram->setUniformMatrix4fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<2, 3>(location, count, transpose, v);
- mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<2, 4>(location, count, transpose, v);
- mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<3, 2>(location, count, transpose, v);
- mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<3, 4>(location, count, transpose, v);
- mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<4, 2>(location, count, transpose, v);
- mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, 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)
{
- GLsizei clampedCount = setMatrixUniformInternal<4, 3>(location, count, transpose, v);
- mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
+ setMatrixUniformInternal<4, 3>(location, count, transpose, v);
+ mProgram->setUniformMatrix4x3fv(location, count, transpose, v);
}
void Program::getUniformfv(GLint location, GLfloat *v) const
@@ -1612,6 +1633,44 @@ void Program::getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSiz
}
}
+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;
@@ -2401,6 +2460,7 @@ bool Program::linkValidateTransformFeedback(InfoLog &infoLog,
// 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 &&
@@ -2751,13 +2811,7 @@ void Program::defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenu
size_t blockSize = 0;
// Don't define this block at all if it's not active in the implementation.
- std::stringstream blockNameStr;
- blockNameStr << interfaceBlock.name;
- if (interfaceBlock.arraySize > 0)
- {
- blockNameStr << "[0]";
- }
- if (!mProgram->getUniformBlockSize(blockNameStr.str(), &blockSize))
+ if (!mProgram->getUniformBlockSize(interfaceBlock.name, &blockSize))
{
return;
}
@@ -2803,10 +2857,15 @@ void Program::defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenu
UNREACHABLE();
}
- // Since all block elements in an array share the same active uniforms, they will all be
- // active once any uniform member is used. So, since interfaceBlock.name[0] was active,
- // here we will add every block element in the array.
- block.dataSize = static_cast<unsigned int>(blockSize);
+ // 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);
}
}
@@ -2842,32 +2901,18 @@ void Program::defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenu
}
template <typename T>
-GLsizei Program::setUniformInternal(GLint location, GLsizei countIn, int vectorSize, const T *v)
+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);
- // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
- // element index used, as reported by GetActiveUniform, will be ignored by the GL."
- unsigned int remainingElements = linkedUniform->elementCount() - locationInfo.element;
- GLsizei maxElementCount =
- static_cast<GLsizei>(remainingElements * linkedUniform->getElementComponents());
-
- GLsizei count = countIn;
- GLsizei clampedCount = count * vectorSize;
- if (clampedCount > maxElementCount)
- {
- clampedCount = maxElementCount;
- count = maxElementCount / vectorSize;
- }
-
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 < clampedCount; ++component)
+ for (GLsizei component = 0; component < count; ++component)
{
destAsInt[component] = (v[component] != static_cast<T>(0) ? GL_TRUE : GL_FALSE);
}
@@ -2875,39 +2920,32 @@ GLsizei Program::setUniformInternal(GLint location, GLsizei countIn, int vectorS
else
{
// Invalide the validation cache if we modify the sampler data.
- if (linkedUniform->isSampler() && memcmp(destPointer, v, sizeof(T) * clampedCount) != 0)
+ if (linkedUniform->isSampler() && memcmp(destPointer, v, sizeof(T) * count) != 0)
{
mCachedValidateSamplersResult.reset();
}
- memcpy(destPointer, v, sizeof(T) * clampedCount);
+ memcpy(destPointer, v, sizeof(T) * count);
}
-
- return count;
}
template <size_t cols, size_t rows, typename T>
-GLsizei Program::setMatrixUniformInternal(GLint location,
- GLsizei count,
- GLboolean transpose,
- const T *v)
+void Program::setMatrixUniformInternal(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const T *v)
{
if (!transpose)
{
- return setUniformInternal(location, count, cols * rows, v);
+ 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));
-
- // OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
- // element index used, as reported by GetActiveUniform, will be ignored by the GL."
- unsigned int remainingElements = linkedUniform->elementCount() - locationInfo.element;
- GLsizei clampedCount = std::min(count, static_cast<GLsizei>(remainingElements));
-
- for (GLsizei element = 0; element < clampedCount; ++element)
+ for (GLsizei element = 0; element < count; ++element)
{
size_t elementOffset = element * rows * cols;
@@ -2919,8 +2957,6 @@ GLsizei Program::setMatrixUniformInternal(GLint location,
}
}
}
-
- return clampedCount;
}
template <typename DestT>