Re-land "Move sampler validation to the GL layer."
This previously was D3D-only, but is required for every draw call.
This completes the work of removing the D3D-specific Impl methods
from ProgramImpl.
Also add several regression tests to cover texture and sampler
validation.
Re-land with a fix for duplicate sampler active uniforms.
BUG=angleproject:1123
Change-Id: Iefef06e7901873c98bf2ba7864efd16a4c6435d3
Reviewed-on: https://chromium-review.googlesource.com/301581
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/Program.h b/src/libANGLE/Program.h
index 3dd7c46..6e9d682 100644
--- a/src/libANGLE/Program.h
+++ b/src/libANGLE/Program.h
@@ -10,13 +10,6 @@
#ifndef LIBANGLE_PROGRAM_H_
#define LIBANGLE_PROGRAM_H_
-#include "libANGLE/angletypes.h"
-#include "libANGLE/Constants.h"
-#include "libANGLE/Error.h"
-#include "libANGLE/RefCountObject.h"
-
-#include "common/angleutils.h"
-
#include <GLES2/gl2.h>
#include <GLSLANG/ShaderLang.h>
@@ -25,6 +18,15 @@
#include <string>
#include <vector>
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "common/Optional.h"
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/RefCountObject.h"
+
namespace rx
{
class ImplFactory;
@@ -215,6 +217,11 @@
std::vector<sh::Attribute> mAttributes;
std::bitset<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
+ // Uniforms are sorted in order:
+ // 1. Non-sampler uniforms
+ // 2. Sampler uniforms
+ // 3. Uniform block uniforms
+ // This makes sampler validation easier, since we don't need a separate list.
std::vector<LinkedUniform> mUniforms;
std::vector<VariableLocation> mUniformLocations;
std::vector<UniformBlock> mUniformBlocks;
@@ -384,7 +391,8 @@
};
VectorAndSamplerCount flattenUniform(const sh::ShaderVariable &uniform,
- const std::string &fullName);
+ const std::string &fullName,
+ std::vector<LinkedUniform> *samplerUniforms);
void gatherInterfaceBlockInfo();
void defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType);
@@ -414,6 +422,11 @@
const GLuint mHandle;
InfoLog mInfoLog;
+
+ // Cache for sampler validation
+ Optional<bool> mCachedValidateSamplersResult;
+ std::vector<GLenum> mTextureUnitTypesCache;
+ RangeUI mSamplerUniformRange;
};
}