Move shader attributes into Program shared data.
Making the Program own the attribs, and the Impl only see a read-only
copy cleans up the Impl object. It also allows us to more cleanly
isolate certain coded into D3D.
BUG=angleproject:1123
Change-Id: I469051eb066fc56e55282affa2d5398b394ab8d2
Reviewed-on: https://chromium-review.googlesource.com/293826
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index c41dc78..e4f7d54 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1003,7 +1003,8 @@
}
// Generate new dynamic layout with attribute conversions
- std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, getShaderAttributes());
+ std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
+ mVertexHLSL, inputLayout, mData.getAttributes());
// Generate new vertex executable
ShaderExecutableD3D *vertexExecutable = NULL;
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.h b/src/libANGLE/renderer/d3d/ProgramD3D.h
index 17f7c3d..7207d8c 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.h
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.h
@@ -124,6 +124,7 @@
void sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes,
int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const;
+ const SemanticIndexArray &getAttributesByLayout() const { return mAttributesByLayout; }
void updateCachedInputLayout(const gl::Program *program, const gl::State &state);
const gl::InputLayout &getCachedInputLayout() const { return mCachedInputLayout; }
@@ -245,7 +246,7 @@
int mShaderVersion;
- int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
+ SemanticIndexArray mAttributesByLayout;
unsigned int mSerial;
diff --git a/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
index 67c59a3..bae230c 100644
--- a/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
+++ b/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -46,20 +46,20 @@
return inputLayout;
}
-GLenum GetNextGLSLAttributeType(const std::vector<sh::Attribute> &linkedAttributes, int index)
+GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes, int index)
{
// Count matrices differently
- int subIndex = 0;
- for (const sh::Attribute &attrib : linkedAttributes)
+ for (const sh::Attribute &attrib : shaderAttributes)
{
- if (attrib.type == GL_NONE)
+ if (attrib.location == -1)
{
continue;
}
GLenum transposedType = gl::TransposeMatrixType(attrib.type);
- subIndex += gl::VariableRowCount(transposedType);
- if (subIndex > index)
+ int rows = gl::VariableRowCount(transposedType);
+
+ if (index >= attrib.location && index < attrib.location + rows)
{
return transposedType;
}
@@ -185,6 +185,8 @@
bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
bool indexedPointSpriteEmulationActive = instancedPointSpritesActive && (sourceInfo != nullptr);
+ const auto &semanticToLocation = programD3D->getAttributesByLayout();
+
if (!mDevice || !mDeviceContext)
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
@@ -200,7 +202,7 @@
unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS;
unsigned int nextAvailableInputSlot = 0;
- const std::vector<sh::Attribute> &linkedAttributes = program->getLinkedAttributes();
+ const std::vector<sh::Attribute> &shaderAttributes = program->getAttributes();
for (unsigned int i = 0; i < unsortedAttributes.size(); i++)
{
@@ -232,7 +234,8 @@
// Record the type of the associated vertex shader vector in our key
// This will prevent mismatched vertex shaders from using the same input layout
- GLenum glslElementType = GetNextGLSLAttributeType(linkedAttributes, inputElementCount);
+ GLenum glslElementType = GetGLSLAttributeType(
+ shaderAttributes, semanticToLocation[sortedSemanticIndices[i]]);
layout.addAttributeData(glslElementType,
sortedSemanticIndices[i],