Add UBO offset support for D3D11.1.
Also fixes the uniform count upper limit in glGetActiveUniformsiv,
as well as an assert hit with used but unbound uniform buffer.
BUG=angleproject:507
BUG=angleproject:962
Change-Id: I096fe1c9b4f0f398f3a638cd8311278987dfb7dc
Reviewed-on: https://chromium-review.googlesource.com/263404
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index e22db3b..9ce9a27 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1117,12 +1117,20 @@
return gl::Error(GL_NO_ERROR);
}
-gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps)
+gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[])
{
- ASSERT(boundBuffers.size() == mUniformBlocks.size());
+ GLint vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLint fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
- const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL};
- const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL};
+ for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; ++registerIndex)
+ {
+ vertexUniformBuffers[registerIndex] = -1;
+ }
+
+ for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; ++registerIndex)
+ {
+ fragmentUniformBuffers[registerIndex] = -1;
+ }
const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
@@ -1130,15 +1138,9 @@
for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
{
gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex];
- gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex];
+ GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
- ASSERT(uniformBlock && uniformBuffer);
-
- if (uniformBuffer->getSize() < uniformBlock->dataSize)
- {
- // undefined behaviour
- return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to use a uniform buffer that is too small.");
- }
+ ASSERT(uniformBlock);
// Unnecessary to apply an unreferenced standard or shared UBO
if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader())
@@ -1149,21 +1151,21 @@
if (uniformBlock->isReferencedByVertexShader())
{
unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
- ASSERT(vertexUniformBuffers[registerIndex] == NULL);
- ASSERT(registerIndex < caps.maxVertexUniformBlocks);
- vertexUniformBuffers[registerIndex] = uniformBuffer;
+ ASSERT(vertexUniformBuffers[registerIndex] == -1);
+ ASSERT(registerIndex < data.caps->maxVertexUniformBlocks);
+ vertexUniformBuffers[registerIndex] = blockBinding;
}
if (uniformBlock->isReferencedByFragmentShader())
{
unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
- ASSERT(fragmentUniformBuffers[registerIndex] == NULL);
- ASSERT(registerIndex < caps.maxFragmentUniformBlocks);
- fragmentUniformBuffers[registerIndex] = uniformBuffer;
+ ASSERT(fragmentUniformBuffers[registerIndex] == -1);
+ ASSERT(registerIndex < data.caps->maxFragmentUniformBlocks);
+ fragmentUniformBuffers[registerIndex] = blockBinding;
}
}
- return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers);
+ return mRenderer->setUniformBuffers(data, vertexUniformBuffers, fragmentUniformBuffers);
}
bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,