Commit 2d773183 by Jamie Madill

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/293826Tested-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent c1654203
...@@ -163,7 +163,6 @@ Program::Data::~Data() ...@@ -163,7 +163,6 @@ Program::Data::~Data()
Program::Program(rx::ImplFactory *factory, ResourceManager *manager, GLuint handle) Program::Program(rx::ImplFactory *factory, ResourceManager *manager, GLuint handle)
: mProgram(factory->createProgram(mData)), : mProgram(factory->createProgram(mData)),
mLinkedAttributes(gl::MAX_VERTEX_ATTRIBS),
mValidated(false), mValidated(false),
mLinked(false), mLinked(false),
mDeleteStatus(false), mDeleteStatus(false),
...@@ -356,7 +355,7 @@ void Program::unlink(bool destroy) ...@@ -356,7 +355,7 @@ void Program::unlink(bool destroy)
} }
} }
mLinkedAttributes.assign(mLinkedAttributes.size(), sh::Attribute()); mData.mAttributes.clear();
mData.mTransformFeedbackVaryingVars.clear(); mData.mTransformFeedbackVaryingVars.clear();
mProgram->reset(); mProgram->reset();
...@@ -408,20 +407,21 @@ Error Program::loadBinary(GLenum binaryFormat, const void *binary, GLsizei lengt ...@@ -408,20 +407,21 @@ Error Program::loadBinary(GLenum binaryFormat, const void *binary, GLsizei lengt
// TODO(jmadill): replace MAX_VERTEX_ATTRIBS // TODO(jmadill): replace MAX_VERTEX_ATTRIBS
for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i) for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
{ {
stream.readInt(&mLinkedAttributes[i].type);
stream.readString(&mLinkedAttributes[i].name);
stream.readInt(&mProgram->getSemanticIndexes()[i]); stream.readInt(&mProgram->getSemanticIndexes()[i]);
} }
unsigned int attribCount = stream.readInt<unsigned int>(); unsigned int attribCount = stream.readInt<unsigned int>();
ASSERT(mData.mAttributes.empty());
for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex) for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex)
{ {
GLenum type = stream.readInt<GLenum>(); sh::Attribute attrib;
GLenum precision = stream.readInt<GLenum>(); attrib.type = stream.readInt<GLenum>();
std::string name = stream.readString(); attrib.precision = stream.readInt<GLenum>();
GLint arraySize = stream.readInt<GLint>(); attrib.name = stream.readString();
int location = stream.readInt<int>(); attrib.arraySize = stream.readInt<GLint>();
mProgram->setShaderAttribute(attribIndex, type, precision, name, arraySize, location); attrib.location = stream.readInt<int>();
attrib.staticUse = stream.readBool();
mData.mAttributes.push_back(attrib);
} }
stream.readInt(&mData.mTransformFeedbackBufferMode); stream.readInt(&mData.mTransformFeedbackBufferMode);
...@@ -454,20 +454,18 @@ Error Program::saveBinary(GLenum *binaryFormat, void *binary, GLsizei bufSize, G ...@@ -454,20 +454,18 @@ Error Program::saveBinary(GLenum *binaryFormat, void *binary, GLsizei bufSize, G
// TODO(jmadill): replace MAX_VERTEX_ATTRIBS // TODO(jmadill): replace MAX_VERTEX_ATTRIBS
for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i) for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
{ {
stream.writeInt(mLinkedAttributes[i].type);
stream.writeString(mLinkedAttributes[i].name);
stream.writeInt(mProgram->getSemanticIndexes()[i]); stream.writeInt(mProgram->getSemanticIndexes()[i]);
} }
const auto &shaderAttributes = mProgram->getShaderAttributes(); stream.writeInt(mData.mAttributes.size());
stream.writeInt(shaderAttributes.size()); for (const sh::Attribute &attrib : mData.mAttributes)
for (const auto &attrib : shaderAttributes)
{ {
stream.writeInt(attrib.type); stream.writeInt(attrib.type);
stream.writeInt(attrib.precision); stream.writeInt(attrib.precision);
stream.writeString(attrib.name); stream.writeString(attrib.name);
stream.writeInt(attrib.arraySize); stream.writeInt(attrib.arraySize);
stream.writeInt(attrib.location); stream.writeInt(attrib.location);
stream.writeInt(attrib.staticUse);
} }
stream.writeInt(mData.mTransformFeedbackBufferMode); stream.writeInt(mData.mTransformFeedbackBufferMode);
...@@ -586,11 +584,11 @@ void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shade ...@@ -586,11 +584,11 @@ void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shade
GLuint Program::getAttributeLocation(const std::string &name) GLuint Program::getAttributeLocation(const std::string &name)
{ {
for (size_t index = 0; index < mLinkedAttributes.size(); index++) for (const sh::Attribute &attribute : mData.mAttributes)
{ {
if (mLinkedAttributes[index].name == name) if (attribute.name == name && attribute.staticUse)
{ {
return static_cast<GLuint>(index); return attribute.location;
} }
} }
...@@ -611,74 +609,71 @@ int Program::getSemanticIndex(int attributeIndex) const ...@@ -611,74 +609,71 @@ int Program::getSemanticIndex(int attributeIndex) const
void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{ {
if (mLinked) if (!mLinked)
{
// Skip over inactive attributes
unsigned int activeAttribute = 0;
unsigned int attribute;
for (attribute = 0; attribute < static_cast<unsigned int>(mLinkedAttributes.size());
attribute++)
{ {
if (mLinkedAttributes[attribute].name.empty()) if (bufsize > 0)
{ {
continue; name[0] = '\0';
} }
if (activeAttribute == index) if (length)
{ {
break; *length = 0;
} }
activeAttribute++; *type = GL_NONE;
*size = 1;
return;
} }
if (bufsize > 0) size_t attributeIndex = 0;
{
const char *string = mLinkedAttributes[attribute].name.c_str();
strncpy(name, string, bufsize); for (const sh::Attribute &attribute : mData.mAttributes)
name[bufsize - 1] = '\0';
if (length)
{ {
*length = static_cast<GLsizei>(strlen(name)); // Skip over inactive attributes
if (attribute.staticUse)
{
if (static_cast<size_t>(index) == attributeIndex)
{
break;
}
attributeIndex++;
} }
} }
*size = 1; // Always a single 'type' instance ASSERT(index == attributeIndex && attributeIndex < mData.mAttributes.size());
const sh::Attribute &attrib = mData.mAttributes[attributeIndex];
*type = mLinkedAttributes[attribute].type;
}
else
{
if (bufsize > 0) if (bufsize > 0)
{ {
name[0] = '\0'; const char *string = attrib.name.c_str();
}
strncpy(name, string, bufsize);
name[bufsize - 1] = '\0';
if (length) if (length)
{ {
*length = 0; *length = static_cast<GLsizei>(strlen(name));
}
} }
*type = GL_NONE; // Always a single 'type' instance
*size = 1; *size = 1;
} *type = attrib.type;
} }
GLint Program::getActiveAttributeCount() GLint Program::getActiveAttributeCount()
{ {
int count = 0; if (!mLinked)
if (mLinked)
{
for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
{
if (!mLinkedAttributes[attributeIndex].name.empty())
{ {
count++; return 0;
}
} }
GLint count = 0;
for (const sh::Attribute &attrib : mData.mAttributes)
{
count += (attrib.staticUse ? 1 : 0);
} }
return count; return count;
...@@ -686,22 +681,22 @@ GLint Program::getActiveAttributeCount() ...@@ -686,22 +681,22 @@ GLint Program::getActiveAttributeCount()
GLint Program::getActiveAttributeMaxLength() GLint Program::getActiveAttributeMaxLength()
{ {
GLint maxLength = 0; if (!mLinked)
if (mLinked)
{ {
for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) return 0;
}
size_t maxLength = 0;
for (const sh::Attribute &attrib : mData.mAttributes)
{ {
if (!mLinkedAttributes[attributeIndex].name.empty()) if (attrib.staticUse)
{ {
maxLength = std::max( maxLength = std::max(attrib.name.length() + 1, maxLength);
static_cast<GLint>(mLinkedAttributes[attributeIndex].name.length() + 1),
maxLength);
}
} }
} }
return maxLength; return static_cast<GLint>(maxLength);
} }
GLint Program::getFragDataLocation(const std::string &name) const GLint Program::getFragDataLocation(const std::string &name) const
...@@ -1292,73 +1287,77 @@ bool Program::linkAttributes(const gl::Data &data, ...@@ -1292,73 +1287,77 @@ bool Program::linkAttributes(const gl::Data &data,
const Shader *vertexShader) const Shader *vertexShader)
{ {
unsigned int usedLocations = 0; unsigned int usedLocations = 0;
const std::vector<sh::Attribute> &shaderAttributes = vertexShader->getActiveAttributes(); mData.mAttributes = vertexShader->getActiveAttributes();
GLuint maxAttribs = data.caps->maxVertexAttributes; GLuint maxAttribs = data.caps->maxVertexAttributes;
// TODO(jmadill): handle aliasing robustly // TODO(jmadill): handle aliasing robustly
if (shaderAttributes.size() > maxAttribs) if (mData.mAttributes.size() > maxAttribs)
{ {
infoLog << "Too many vertex attributes."; infoLog << "Too many vertex attributes.";
return false; return false;
} }
std::vector<sh::Attribute *> usedAttribMap(data.caps->maxVertexAttributes, nullptr);
// Link attributes that have a binding location // Link attributes that have a binding location
for (unsigned int attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++) for (sh::Attribute &attribute : mData.mAttributes)
{ {
const sh::Attribute &attribute = shaderAttributes[attributeIndex]; // TODO(jmadill): do staticUse filtering step here, or not at all
ASSERT(attribute.staticUse); ASSERT(attribute.staticUse);
const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location; int bindingLocation = attributeBindings.getAttributeBinding(attribute.name);
if (attribute.location == -1 && bindingLocation != -1)
mProgram->setShaderAttribute(attributeIndex, attribute); {
attribute.location = bindingLocation;
}
if (location != -1) // Set by glBindAttribLocation or by location layout qualifier if (attribute.location != -1)
{ {
// Location is set by glBindAttribLocation or by location layout qualifier
const int rows = VariableRegisterCount(attribute.type); const int rows = VariableRegisterCount(attribute.type);
if (static_cast<GLuint>(rows + location) > maxAttribs) if (static_cast<GLuint>(rows + attribute.location) > maxAttribs)
{ {
infoLog << "Active attribute (" << attribute.name << ") at location " infoLog << "Active attribute (" << attribute.name << ") at location "
<< location << " is too big to fit"; << attribute.location << " is too big to fit";
return false; return false;
} }
for (int row = 0; row < rows; row++) for (int row = 0; row < rows; row++)
{ {
const int rowLocation = location + row; const int rowLocation = attribute.location + row;
sh::ShaderVariable *linkedAttribute = &mLinkedAttributes[rowLocation]; sh::ShaderVariable *linkedAttribute = usedAttribMap[rowLocation];
// In GLSL 3.00, attribute aliasing produces a link error // In GLSL 3.00, attribute aliasing produces a link error
// In GLSL 1.00, attribute aliasing is allowed, but ANGLE currently has a bug // In GLSL 1.00, attribute aliasing is allowed, but ANGLE currently has a bug
if (linkedAttribute)
{
// TODO(jmadill): fix aliasing on ES2 // TODO(jmadill): fix aliasing on ES2
// if (mProgram->getShaderVersion() >= 300) // if (mProgram->getShaderVersion() >= 300)
{ {
if (!linkedAttribute->name.empty())
{
infoLog << "Attribute '" << attribute.name << "' aliases attribute '" infoLog << "Attribute '" << attribute.name << "' aliases attribute '"
<< linkedAttribute->name << "' at location " << rowLocation; << linkedAttribute->name << "' at location " << rowLocation;
return false; return false;
} }
} }
else
{
usedAttribMap[rowLocation] = &attribute;
}
*linkedAttribute = attribute;
usedLocations |= 1 << rowLocation; usedLocations |= 1 << rowLocation;
} }
} }
} }
// Link attributes that don't have a binding location // Link attributes that don't have a binding location
for (unsigned int attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++) for (sh::Attribute &attribute : mData.mAttributes)
{ {
const sh::Attribute &attribute = shaderAttributes[attributeIndex];
ASSERT(attribute.staticUse); ASSERT(attribute.staticUse);
const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location; // Not set by glBindAttribLocation or by location layout qualifier
if (attribute.location == -1)
if (location == -1) // Not set by glBindAttribLocation or by location layout qualifier
{ {
int rows = VariableRegisterCount(attribute.type); int rows = VariableRegisterCount(attribute.type);
int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, maxAttribs); int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, maxAttribs);
...@@ -1366,17 +1365,21 @@ bool Program::linkAttributes(const gl::Data &data, ...@@ -1366,17 +1365,21 @@ bool Program::linkAttributes(const gl::Data &data,
if (availableIndex == -1 || static_cast<GLuint>(availableIndex + rows) > maxAttribs) if (availableIndex == -1 || static_cast<GLuint>(availableIndex + rows) > maxAttribs)
{ {
infoLog << "Too many active attributes (" << attribute.name << ")"; infoLog << "Too many active attributes (" << attribute.name << ")";
return false; // Fail to link return false;
} }
mLinkedAttributes[availableIndex] = attribute; attribute.location = availableIndex;
} }
} }
for (GLuint attributeIndex = 0; attributeIndex < maxAttribs;) // TODO(jmadill): make semantic index D3D-only
for (const sh::Attribute &attribute : mData.mAttributes)
{ {
int index = vertexShader->getSemanticIndex(mLinkedAttributes[attributeIndex].name); ASSERT(attribute.staticUse);
int rows = VariableRegisterCount(mLinkedAttributes[attributeIndex].type);
unsigned int attributeIndex = attribute.location;
int index = vertexShader->getSemanticIndex(attribute.name);
int rows = VariableRegisterCount(attribute.type);
for (int r = 0; r < rows; r++) for (int r = 0; r < rows; r++)
{ {
......
...@@ -180,6 +180,7 @@ class Program : angle::NonCopyable ...@@ -180,6 +180,7 @@ class Program : angle::NonCopyable
ASSERT(uniformBlockIndex < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS); ASSERT(uniformBlockIndex < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
return mUniformBlockBindings[uniformBlockIndex]; return mUniformBlockBindings[uniformBlockIndex];
} }
const std::vector<sh::Attribute> &getAttributes() const { return mAttributes; }
private: private:
friend class Program; friend class Program;
...@@ -193,6 +194,8 @@ class Program : angle::NonCopyable ...@@ -193,6 +194,8 @@ class Program : angle::NonCopyable
GLuint mUniformBlockBindings[IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS]; GLuint mUniformBlockBindings[IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS];
std::vector<sh::Attribute> mAttributes;
// TODO(jmadill): move more state into Data. // TODO(jmadill): move more state into Data.
}; };
...@@ -228,7 +231,7 @@ class Program : angle::NonCopyable ...@@ -228,7 +231,7 @@ class Program : angle::NonCopyable
void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GLint getActiveAttributeCount(); GLint getActiveAttributeCount();
GLint getActiveAttributeMaxLength(); GLint getActiveAttributeMaxLength();
const std::vector<sh::Attribute> &getLinkedAttributes() const { return mLinkedAttributes; } const std::vector<sh::Attribute> &getAttributes() const { return mData.mAttributes; }
GLint getFragDataLocation(const std::string &name) const; GLint getFragDataLocation(const std::string &name) const;
...@@ -335,8 +338,6 @@ class Program : angle::NonCopyable ...@@ -335,8 +338,6 @@ class Program : angle::NonCopyable
Data mData; Data mData;
rx::ProgramImpl *mProgram; rx::ProgramImpl *mProgram;
std::vector<sh::Attribute> mLinkedAttributes;
std::map<int, VariableLocation> mOutputVariables; std::map<int, VariableLocation> mOutputVariables;
bool mValidated; bool mValidated;
......
...@@ -135,26 +135,4 @@ void ProgramImpl::reset() ...@@ -135,26 +135,4 @@ void ProgramImpl::reset()
SafeDeleteContainer(mUniformBlocks); SafeDeleteContainer(mUniformBlocks);
} }
void ProgramImpl::setShaderAttribute(size_t index, const sh::Attribute &attrib)
{
if (mShaderAttributes.size() <= index)
{
mShaderAttributes.resize(index + 1);
}
mShaderAttributes[index] = attrib;
}
void ProgramImpl::setShaderAttribute(size_t index, GLenum type, GLenum precision, const std::string &name, GLint size, int location)
{
if (mShaderAttributes.size() <= index)
{
mShaderAttributes.resize(index + 1);
}
mShaderAttributes[index].type = type;
mShaderAttributes[index].precision = precision;
mShaderAttributes[index].name = name;
mShaderAttributes[index].arraySize = size;
mShaderAttributes[index].location = location;
}
} }
...@@ -85,7 +85,6 @@ class ProgramImpl : angle::NonCopyable ...@@ -85,7 +85,6 @@ class ProgramImpl : angle::NonCopyable
const std::vector<gl::LinkedUniform*> &getUniforms() const { return mUniforms; } const std::vector<gl::LinkedUniform*> &getUniforms() const { return mUniforms; }
const std::map<GLuint, gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; } const std::map<GLuint, gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; }
const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; } const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; }
const std::vector<sh::Attribute> getShaderAttributes() { return mShaderAttributes; }
const SemanticIndexArray &getSemanticIndexes() const { return mSemanticIndex; } const SemanticIndexArray &getSemanticIndexes() const { return mSemanticIndex; }
std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; } std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; }
...@@ -101,9 +100,6 @@ class ProgramImpl : angle::NonCopyable ...@@ -101,9 +100,6 @@ class ProgramImpl : angle::NonCopyable
GLuint getUniformIndex(const std::string &name) const; GLuint getUniformIndex(const std::string &name) const;
GLuint getUniformBlockIndex(const std::string &name) const; GLuint getUniformBlockIndex(const std::string &name) const;
void setShaderAttribute(size_t index, const sh::Attribute &attrib);
void setShaderAttribute(size_t index, GLenum type, GLenum precision, const std::string &name, GLint size, int location);
virtual void reset(); virtual void reset();
protected: protected:
...@@ -117,9 +113,6 @@ class ProgramImpl : angle::NonCopyable ...@@ -117,9 +113,6 @@ class ProgramImpl : angle::NonCopyable
std::vector<gl::UniformBlock*> mUniformBlocks; std::vector<gl::UniformBlock*> mUniformBlocks;
SemanticIndexArray mSemanticIndex; SemanticIndexArray mSemanticIndex;
private:
std::vector<sh::Attribute> mShaderAttributes;
}; };
} }
......
...@@ -1003,7 +1003,8 @@ gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::InputLayout &i ...@@ -1003,7 +1003,8 @@ gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::InputLayout &i
} }
// Generate new dynamic layout with attribute conversions // 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 // Generate new vertex executable
ShaderExecutableD3D *vertexExecutable = NULL; ShaderExecutableD3D *vertexExecutable = NULL;
......
...@@ -124,6 +124,7 @@ class ProgramD3D : public ProgramImpl ...@@ -124,6 +124,7 @@ class ProgramD3D : public ProgramImpl
void sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes, void sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes,
int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS], int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const; 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); void updateCachedInputLayout(const gl::Program *program, const gl::State &state);
const gl::InputLayout &getCachedInputLayout() const { return mCachedInputLayout; } const gl::InputLayout &getCachedInputLayout() const { return mCachedInputLayout; }
...@@ -245,7 +246,7 @@ class ProgramD3D : public ProgramImpl ...@@ -245,7 +246,7 @@ class ProgramD3D : public ProgramImpl
int mShaderVersion; int mShaderVersion;
int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS]; SemanticIndexArray mAttributesByLayout;
unsigned int mSerial; unsigned int mSerial;
......
...@@ -46,20 +46,20 @@ gl::InputLayout GetInputLayout( ...@@ -46,20 +46,20 @@ gl::InputLayout GetInputLayout(
return inputLayout; 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 // Count matrices differently
int subIndex = 0; for (const sh::Attribute &attrib : shaderAttributes)
for (const sh::Attribute &attrib : linkedAttributes)
{ {
if (attrib.type == GL_NONE) if (attrib.location == -1)
{ {
continue; continue;
} }
GLenum transposedType = gl::TransposeMatrixType(attrib.type); GLenum transposedType = gl::TransposeMatrixType(attrib.type);
subIndex += gl::VariableRowCount(transposedType); int rows = gl::VariableRowCount(transposedType);
if (subIndex > index)
if (index >= attrib.location && index < attrib.location + rows)
{ {
return transposedType; return transposedType;
} }
...@@ -185,6 +185,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(const std::vector<TranslatedAttri ...@@ -185,6 +185,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(const std::vector<TranslatedAttri
bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS); bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
bool indexedPointSpriteEmulationActive = instancedPointSpritesActive && (sourceInfo != nullptr); bool indexedPointSpriteEmulationActive = instancedPointSpritesActive && (sourceInfo != nullptr);
const auto &semanticToLocation = programD3D->getAttributesByLayout();
if (!mDevice || !mDeviceContext) if (!mDevice || !mDeviceContext)
{ {
return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized."); return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
...@@ -200,7 +202,7 @@ gl::Error InputLayoutCache::applyVertexBuffers(const std::vector<TranslatedAttri ...@@ -200,7 +202,7 @@ gl::Error InputLayoutCache::applyVertexBuffers(const std::vector<TranslatedAttri
unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS; unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS;
unsigned int nextAvailableInputSlot = 0; 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++) for (unsigned int i = 0; i < unsortedAttributes.size(); i++)
{ {
...@@ -232,7 +234,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(const std::vector<TranslatedAttri ...@@ -232,7 +234,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(const std::vector<TranslatedAttri
// Record the type of the associated vertex shader vector in our key // Record the type of the associated vertex shader vector in our key
// This will prevent mismatched vertex shaders from using the same input layout // 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, layout.addAttributeData(glslElementType,
sortedSemanticIndices[i], sortedSemanticIndices[i],
......
...@@ -169,34 +169,33 @@ LinkResult ProgramGL::link(const gl::Data &data, ...@@ -169,34 +169,33 @@ LinkResult ProgramGL::link(const gl::Data &data,
} }
} }
// Query the attribute information for (const sh::Attribute &attribute : mData.getAttributes())
GLint activeAttributeMaxLength = 0; {
mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &activeAttributeMaxLength); if (!attribute.staticUse)
continue;
std::vector<GLchar> attributeNameBuffer(activeAttributeMaxLength); GLint realLocation = mFunctions->getAttribLocation(mProgramID, attribute.name.c_str());
GLint attributeCount = 0; // Some drivers optimize attributes more aggressively.
mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTES, &attributeCount); if (realLocation == -1)
for (GLint i = 0; i < attributeCount; i++)
{ {
GLsizei attributeNameLength = 0; continue;
GLint attributeSize = 0; }
GLenum attributeType = GL_NONE;
mFunctions->getActiveAttrib(mProgramID, i, static_cast<GLsizei>(attributeNameBuffer.size()),
&attributeNameLength, &attributeSize, &attributeType,
&attributeNameBuffer[0]);
std::string attributeName(&attributeNameBuffer[0], attributeNameLength); // TODO(jmadill): Fix this
ASSERT(attribute.location == realLocation);
GLint location = mFunctions->getAttribLocation(mProgramID, attributeName.c_str()); int registerCount = gl::VariableRegisterCount(attribute.type);
// TODO: determine attribute precision if (mAttributeRealLocations.size() < attribute.location + registerCount + 1)
setShaderAttribute(static_cast<size_t>(i), attributeType, GL_NONE, attributeName, attributeSize, location); {
mAttributeRealLocations.resize(attribute.location + registerCount + 1, -1);
}
int attributeRegisterCount = gl::VariableRegisterCount(attributeType); for (int offset = 0; offset < registerCount; ++offset)
for (int offset = 0; offset < attributeRegisterCount; offset++)
{ {
mActiveAttributesMask.set(location + offset); mActiveAttributesMask.set(attribute.location + offset);
mAttributeRealLocations[attribute.location + offset] = realLocation + offset;
} }
} }
...@@ -378,6 +377,7 @@ void ProgramGL::reset() ...@@ -378,6 +377,7 @@ void ProgramGL::reset()
mSamplerUniformMap.clear(); mSamplerUniformMap.clear();
mSamplerBindings.clear(); mSamplerBindings.clear();
mActiveAttributesMask.reset(); mActiveAttributesMask.reset();
mAttributeRealLocations.clear();
} }
GLuint ProgramGL::getProgramID() const GLuint ProgramGL::getProgramID() const
......
...@@ -101,6 +101,9 @@ class ProgramGL : public ProgramImpl ...@@ -101,6 +101,9 @@ class ProgramGL : public ProgramImpl
// An array of the samplers that are used by the program // An array of the samplers that are used by the program
std::vector<SamplerBindingGL> mSamplerBindings; std::vector<SamplerBindingGL> mSamplerBindings;
// Map from GL-layer attribute location to native location.
std::vector<GLint> mAttributeRealLocations;
// Array of attribute locations used by this program // Array of attribute locations used by this program
gl::AttributesMask mActiveAttributesMask; gl::AttributesMask mActiveAttributesMask;
......
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