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-rw-r--r--src/3rdparty/angle/src/libGLESv2/Uniform.cpp105
1 files changed, 0 insertions, 105 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/Uniform.cpp b/src/3rdparty/angle/src/libGLESv2/Uniform.cpp
deleted file mode 100644
index bd0cd2eeec..0000000000
--- a/src/3rdparty/angle/src/libGLESv2/Uniform.cpp
+++ /dev/null
@@ -1,105 +0,0 @@
-//
-// 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 "libGLESv2/Uniform.h"
-
-#include "common/utilities.h"
-
-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 IsSampler(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;
-}
-
-}