From a218a252c4200cfe7048de81a46f7e48349084d5 Mon Sep 17 00:00:00 2001 From: Andrew Knight Date: Wed, 8 Apr 2015 17:04:36 +0300 Subject: Upgrade ANGLE to 2.1~99f075dade7c This aligns with Chromium branch 2356. This version brings more complete OpenGL ES 3 support as well as various bug fixes and performance improvements. The following changes were made to earlier patches: -0000-General-fixes-for-ANGLE-2.1 Removed. All changes are now handled elsewhere. +0001-ANGLE-Improve-Windows-Phone-support Consolidated remaining parts from 0009/0010. +0002-ANGLE-Fix-compilation-with-MinGW Remaining issues from patch 0016. +0003-ANGLE-Fix-compilation-with-MSVC2010 Remaining issues from patch 0015. +0004-ANGLE-Dynamically-load-D3D-compiler-from-list Renamed from patch 0008. +0005-ANGLE-Add-support-for-querying-platform-device Renamed from patch 0013. -0004-Make-it-possible-to-link-ANGLE-statically-for-single Removed. Fixed by adding defines to project files. -0008-ANGLE-Dynamically-load-D3D-compiler-from-a-list-or-t Renamed to patch 0005. -0009-ANGLE-Support-WinRT Removed. Mostly fixed upstream; remaining parts in patch 0001. -0010-ANGLE-Enable-D3D11-for-feature-level-9-cards Removed. Mostly fixed upstream; remaining parts in patch 0001. -0012-ANGLE-fix-semantic-index-lookup Removed. Fixed upstream. -0013-ANGLE-Add-support-for-querying-platform-device Renamed to patch 0005. -0014-Let-ANGLE-use-multithreaded-devices-if-necessary Removed. No longer needed. -0015-ANGLE-Fix-angle-d3d11-on-MSVC2010 Moved remaining parts to patch 0003. -0016-ANGLE-Fix-compilation-with-MinGW-D3D11 Moved remaining parts to patch 0002. -0017-ANGLE-Fix-compilation-with-D3D9 Removed. Fixed upstream. -0018-ANGLE-Fix-releasing-textures-after-we-kill-D3D11 Removed. Fixed upstream. -0019-ANGLE-Fix-handling-of-shader-source-with-fixed-lengt Removed. Fixed upstream. -0020-ANGLE-Do-not-use-std-strlen Removed. Fixed upstream. -0020-ANGLE-Fix-compilation-with-MSVC2013-Update4 Removed. Fixed upstream. [ChangeLog][Third-party libraries] ANGLE was updated to Chromium branch 2356 (2.1~99f075dade7c). Change-Id: I32ccbfe95e10986bd94be7191dfd53445ea09158 Task-number: QTBUG-44815 Task-number: QTBUG-37660 Task-number: QTBUG-44694 Task-number: QTBUG-42443 Reviewed-by: Andrew Knight Reviewed-by: Friedemann Kleint --- src/3rdparty/angle/src/libANGLE/Uniform.cpp | 107 ++++++++++++++++++++++++++++ 1 file changed, 107 insertions(+) create mode 100644 src/3rdparty/angle/src/libANGLE/Uniform.cpp (limited to 'src/3rdparty/angle/src/libANGLE/Uniform.cpp') 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 + +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; +} + +} -- cgit v1.2.3