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//
// Copyright 2010 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "libANGLE/Uniform.h"
#include <cstring>
namespace gl
{
ActiveVariable::ActiveVariable() {}
ActiveVariable::~ActiveVariable() {}
ActiveVariable::ActiveVariable(const ActiveVariable &rhs) = default;
ActiveVariable &ActiveVariable::operator=(const ActiveVariable &rhs) = default;
void ActiveVariable::setActive(ShaderType shaderType, bool used)
{
ASSERT(shaderType != ShaderType::InvalidEnum);
mActiveUseBits.set(shaderType, used);
}
void ActiveVariable::unionReferencesWith(const ActiveVariable &other)
{
mActiveUseBits |= other.mActiveUseBits;
}
ShaderType ActiveVariable::getFirstShaderTypeWhereActive() const
{
return static_cast<ShaderType>(ScanForward(mActiveUseBits.bits()));
}
GLuint ActiveVariable::activeShaderCount() const
{
return static_cast<GLuint>(mActiveUseBits.count());
}
LinkedUniform::LinkedUniform()
: typeInfo(nullptr),
bufferIndex(-1),
blockInfo(sh::kDefaultBlockMemberInfo),
outerArrayOffset(0)
{}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bindingIn,
const int offsetIn,
const int locationIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: typeInfo(&GetUniformTypeInfo(typeIn)),
bufferIndex(bufferIndexIn),
blockInfo(blockInfoIn),
outerArrayOffset(0)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySizes = arraySizesIn;
binding = bindingIn;
offset = offsetIn;
location = locationIn;
ASSERT(!isArrayOfArrays());
ASSERT(!isArray() || !isStruct());
}
LinkedUniform::LinkedUniform(const sh::ShaderVariable &uniform)
: sh::ShaderVariable(uniform),
typeInfo(&GetUniformTypeInfo(type)),
bufferIndex(-1),
blockInfo(sh::kDefaultBlockMemberInfo)
{
ASSERT(!isArrayOfArrays());
ASSERT(!isArray() || !isStruct());
}
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::ShaderVariable(uniform),
ActiveVariable(uniform),
typeInfo(uniform.typeInfo),
bufferIndex(uniform.bufferIndex),
blockInfo(uniform.blockInfo),
outerArraySizes(uniform.outerArraySizes),
outerArrayOffset(uniform.outerArrayOffset)
{}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
sh::ShaderVariable::operator=(uniform);
ActiveVariable::operator =(uniform);
typeInfo = uniform.typeInfo;
bufferIndex = uniform.bufferIndex;
blockInfo = uniform.blockInfo;
outerArraySizes = uniform.outerArraySizes;
outerArrayOffset = uniform.outerArrayOffset;
return *this;
}
LinkedUniform::~LinkedUniform() {}
BufferVariable::BufferVariable()
: bufferIndex(-1), blockInfo(sh::kDefaultBlockMemberInfo), topLevelArraySize(-1)
{}
BufferVariable::BufferVariable(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: bufferIndex(bufferIndexIn), blockInfo(blockInfoIn), topLevelArraySize(-1)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySizes = arraySizesIn;
}
BufferVariable::~BufferVariable() {}
ShaderVariableBuffer::ShaderVariableBuffer() : binding(0), dataSize(0) {}
ShaderVariableBuffer::ShaderVariableBuffer(const ShaderVariableBuffer &other) = default;
ShaderVariableBuffer::~ShaderVariableBuffer() {}
int ShaderVariableBuffer::numActiveVariables() const
{
return static_cast<int>(memberIndexes.size());
}
InterfaceBlock::InterfaceBlock() : isArray(false), arrayElement(0) {}
InterfaceBlock::InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
unsigned int firstFieldArraySizeIn,
int bindingIn)
: name(nameIn),
mappedName(mappedNameIn),
isArray(isArrayIn),
arrayElement(arrayElementIn),
firstFieldArraySize(firstFieldArraySizeIn)
{
binding = bindingIn;
}
std::string InterfaceBlock::nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
std::string InterfaceBlock::mappedNameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << mappedName;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
} // namespace gl