blob: bd0cd2eeec2a0da50e327cf7d78d61b296d8f7eb [file] [log] [blame]
//
// 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;
}
}