Add a field to uniforms to track which element within a register the uniform should be uploaded to.
This is necessary to support HLSL-backed uniform structs.
TRAC #23750
Signed-off-by: Geoff Lang
Signed-off-by: Nicolas Capens
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index b0fef82..66c94c5 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -1725,6 +1725,7 @@
stream.read(&mUniforms[i]->psRegisterIndex);
stream.read(&mUniforms[i]->vsRegisterIndex);
stream.read(&mUniforms[i]->registerCount);
+ stream.read(&mUniforms[i]->registerElement);
}
stream.read(&size);
@@ -1898,6 +1899,7 @@
stream.write(uniform.psRegisterIndex);
stream.write(uniform.vsRegisterIndex);
stream.write(uniform.registerCount);
+ stream.write(uniform.registerElement);
}
stream.write(mUniformBlocks.size());
diff --git a/src/libGLESv2/Uniform.cpp b/src/libGLESv2/Uniform.cpp
index 3ee7769..77c6083 100644
--- a/src/libGLESv2/Uniform.cpp
+++ b/src/libGLESv2/Uniform.cpp
@@ -23,13 +23,14 @@
dirty(true),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX),
- registerCount(0)
+ 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 = UniformInternalSize(type) * elementCount();
+ size_t bytes = dataSize();
data = new unsigned char[bytes];
memset(data, 0, bytes);
registerCount = VariableRowCount(type) * elementCount();
@@ -66,6 +67,11 @@
return blockIndex == -1;
}
+size_t Uniform::dataSize() const
+{
+ return UniformInternalSize(type) * elementCount();
+}
+
UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize)
: name(name),
elementIndex(elementIndex),
diff --git a/src/libGLESv2/Uniform.h b/src/libGLESv2/Uniform.h
index ca6541a..c90647b 100644
--- a/src/libGLESv2/Uniform.h
+++ b/src/libGLESv2/Uniform.h
@@ -33,6 +33,7 @@
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
bool isInDefaultBlock() const;
+ size_t dataSize() const;
const GLenum type;
const GLenum precision;
@@ -47,6 +48,10 @@
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;
};
typedef std::vector<Uniform*> UniformArray;
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 3872e71..63110db 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -1442,20 +1442,31 @@
mapPS = (float(*)[4])map.pData;
}
- for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray->size(); uniformIndex++)
{
- gl::Uniform *uniform = *uniform_iterator;
+ gl::Uniform *uniform = (*uniformArray)[uniformIndex];
if (!gl::IsSampler(uniform->type))
{
+ unsigned int componentCount = (4 - uniform->registerElement);
+
+ // we always assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
+ // overwrite previously written regions of memory.
+ if (uniformIndex > 0)
+ {
+ gl::Uniform *previousUniform = (*uniformArray)[uniformIndex-1];
+ ASSERT(!uniform->isReferencedByVertexShader() || previousUniform->vsRegisterIndex != uniform->vsRegisterIndex || uniform->registerElement > previousUniform->registerElement);
+ ASSERT(!uniform->isReferencedByFragmentShader() || previousUniform->psRegisterIndex != uniform->psRegisterIndex || uniform->registerElement > previousUniform->registerElement);
+ }
+
if (uniform->isReferencedByVertexShader() && mapVS)
{
- memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
+ memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
}
if (uniform->isReferencedByFragmentShader() && mapPS)
{
- memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
+ memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
}
}