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//
// 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.
//
#ifndef LIBGLESV2_UNIFORM_H_
#define LIBGLESV2_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/debug.h"
#include "angletypes.h"
#include "common/shadervars.h"
#include "common/blocklayout.h"
namespace gl
{
// Helper struct representing a single shader uniform
struct LinkedUniform
{
LinkedUniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const int blockIndex, const sh::BlockMemberInfo &blockInfo);
~LinkedUniform();
bool isArray() const;
unsigned int elementCount() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
bool isInDefaultBlock() const;
size_t dataSize() const;
bool isSampler() const;
const GLenum type;
const GLenum precision;
const std::string name;
const unsigned int arraySize;
const int blockIndex;
const sh::BlockMemberInfo blockInfo;
unsigned char *data;
bool dirty;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
unsigned int registerCount;
// Register "elements" are used for uniform structs in ES3, to appropriately identify single uniforms
// inside aggregate types, which are packed according C-like structure rules.
unsigned int registerElement;
};
// Helper struct representing a single shader uniform block
struct UniformBlock
{
// use GL_INVALID_INDEX for non-array elements
UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize);
bool isArrayElement() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
const std::string name;
const unsigned int elementIndex;
const unsigned int dataSize;
std::vector<unsigned int> memberUniformIndexes;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
};
}
#endif // LIBGLESV2_UNIFORM_H_
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