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-rw-r--r--src/3rdparty/angle/src/libANGLE/Uniform.cpp107
1 files changed, 107 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/Uniform.cpp b/src/3rdparty/angle/src/libANGLE/Uniform.cpp
new file mode 100644
index 0000000000..f161b9d6bd
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/Uniform.cpp
@@ -0,0 +1,107 @@
+//
+// Copyright (c) 2010-2013 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 "common/utilities.h"
+
+#include <cstring>
+
+namespace gl
+{
+
+LinkedUniform::LinkedUniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize,
+ const int blockIndex, const sh::BlockMemberInfo &blockInfo)
+ : type(type),
+ precision(precision),
+ name(name),
+ arraySize(arraySize),
+ blockIndex(blockIndex),
+ blockInfo(blockInfo),
+ data(NULL),
+ dirty(true),
+ psRegisterIndex(GL_INVALID_INDEX),
+ vsRegisterIndex(GL_INVALID_INDEX),
+ registerCount(0),
+ registerElement(0)
+{
+ // We use data storage for default block uniforms to cache values that are sent to D3D during rendering
+ // Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
+ if (isInDefaultBlock())
+ {
+ size_t bytes = dataSize();
+ data = new unsigned char[bytes];
+ memset(data, 0, bytes);
+ registerCount = VariableRowCount(type) * elementCount();
+ }
+}
+
+LinkedUniform::~LinkedUniform()
+{
+ delete[] data;
+}
+
+bool LinkedUniform::isArray() const
+{
+ return arraySize > 0;
+}
+
+unsigned int LinkedUniform::elementCount() const
+{
+ return arraySize > 0 ? arraySize : 1;
+}
+
+bool LinkedUniform::isReferencedByVertexShader() const
+{
+ return vsRegisterIndex != GL_INVALID_INDEX;
+}
+
+bool LinkedUniform::isReferencedByFragmentShader() const
+{
+ return psRegisterIndex != GL_INVALID_INDEX;
+}
+
+bool LinkedUniform::isInDefaultBlock() const
+{
+ return blockIndex == -1;
+}
+
+size_t LinkedUniform::dataSize() const
+{
+ ASSERT(type != GL_STRUCT_ANGLEX);
+ return VariableInternalSize(type) * elementCount();
+}
+
+bool LinkedUniform::isSampler() const
+{
+ return IsSamplerType(type);
+}
+
+UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize)
+ : name(name),
+ elementIndex(elementIndex),
+ dataSize(dataSize),
+ psRegisterIndex(GL_INVALID_INDEX),
+ vsRegisterIndex(GL_INVALID_INDEX)
+{
+}
+
+bool UniformBlock::isArrayElement() const
+{
+ return elementIndex != GL_INVALID_INDEX;
+}
+
+bool UniformBlock::isReferencedByVertexShader() const
+{
+ return vsRegisterIndex != GL_INVALID_INDEX;
+}
+
+bool UniformBlock::isReferencedByFragmentShader() const
+{
+ return psRegisterIndex != GL_INVALID_INDEX;
+}
+
+}