Commit be5e2ec3 by Jamie Madill Committed by Commit Bot

Remove uniform memory copy from GL front-end.

This moves the uniform query to the back-end. In D3D, this requires a bit more redesign, especially for matrix uniforms. Gives about a 10% speed improvement in the GL/NULL uniforms stress test on Windows (UniformsBenchmark.Run/gl_null_400_vec4). BUG=angleproject:1390 Change-Id: Idac22a77118e9e94d2f28c585e31ff0bc785ba94 Reviewed-on: https://chromium-review.googlesource.com/623929 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent 6ee26d7a
......@@ -1333,127 +1333,145 @@ GLuint Program::getUniformIndex(const std::string &name) const
void Program::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 1, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
mProgram->setUniform1fv(location, clampedCount, v);
}
void Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 2, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
mProgram->setUniform2fv(location, clampedCount, v);
}
void Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 3, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
mProgram->setUniform3fv(location, clampedCount, v);
}
void Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 4, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
mProgram->setUniform4fv(location, clampedCount, v);
}
void Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 1, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
if (mState.isSamplerUniformIndex(locationInfo.index))
{
updateSamplerUniform(locationInfo, clampedCount, v);
}
mProgram->setUniform1iv(location, clampedCount, v);
}
void Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 2, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
mProgram->setUniform2iv(location, clampedCount, v);
}
void Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 3, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
mProgram->setUniform3iv(location, clampedCount, v);
}
void Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 4, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
mProgram->setUniform4iv(location, clampedCount, v);
}
void Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 1, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 1, v);
mProgram->setUniform1uiv(location, clampedCount, v);
}
void Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 2, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 2, v);
mProgram->setUniform2uiv(location, clampedCount, v);
}
void Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 3, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 3, v);
mProgram->setUniform3uiv(location, clampedCount, v);
}
void Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
GLsizei clampedCount = setUniformInternal(location, count, 4, v);
const VariableLocation &locationInfo = mState.mUniformLocations[location];
GLsizei clampedCount = clampUniformCount(locationInfo, count, 4, v);
mProgram->setUniform4uiv(location, clampedCount, v);
}
void Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<2, 2>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<2, 2>(location, count, transpose, v);
mProgram->setUniformMatrix2fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<3, 3>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<3, 3>(location, count, transpose, v);
mProgram->setUniformMatrix3fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<4, 4>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<4, 4>(location, count, transpose, v);
mProgram->setUniformMatrix4fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<2, 3>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<2, 3>(location, count, transpose, v);
mProgram->setUniformMatrix2x3fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<2, 4>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<2, 4>(location, count, transpose, v);
mProgram->setUniformMatrix2x4fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<3, 2>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<3, 2>(location, count, transpose, v);
mProgram->setUniformMatrix3x2fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<3, 4>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<3, 4>(location, count, transpose, v);
mProgram->setUniformMatrix3x4fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<4, 2>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<4, 2>(location, count, transpose, v);
mProgram->setUniformMatrix4x2fv(location, clampedCount, transpose, v);
}
void Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v)
{
GLsizei clampedCount = setMatrixUniformInternal<4, 3>(location, count, transpose, v);
GLsizei clampedCount = clampMatrixUniformCount<4, 3>(location, count, transpose, v);
mProgram->setUniformMatrix4x3fv(location, clampedCount, transpose, v);
}
......@@ -2942,15 +2960,12 @@ void Program::defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenu
}
}
template <>
void Program::updateSamplerUniform(const VariableLocation &locationInfo,
const uint8_t *destPointer,
GLsizei clampedCount,
const GLint *v)
{
// Invalidate the validation cache only if we modify the sampler data.
if (mState.isSamplerUniformIndex(locationInfo.index) &&
memcmp(destPointer, v, sizeof(GLint) * clampedCount) != 0)
if (mState.isSamplerUniformIndex(locationInfo.index))
{
GLuint samplerIndex = mState.getSamplerIndexFromUniformIndex(locationInfo.index);
std::vector<GLuint> *boundTextureUnits =
......@@ -2962,90 +2977,46 @@ void Program::updateSamplerUniform(const VariableLocation &locationInfo,
}
template <typename T>
void Program::updateSamplerUniform(const VariableLocation &locationInfo,
const uint8_t *destPointer,
GLsizei clampedCount,
GLsizei Program::clampUniformCount(const VariableLocation &locationInfo,
GLsizei count,
int vectorSize,
const T *v)
{
}
template <typename T>
GLsizei Program::setUniformInternal(GLint location, GLsizei countIn, int vectorSize, const T *v)
{
const VariableLocation &locationInfo = mState.mUniformLocations[location];
LinkedUniform *linkedUniform = &mState.mUniforms[locationInfo.index];
uint8_t *destPointer = linkedUniform->getDataPtrToElement(locationInfo.element);
const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
// OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
// element index used, as reported by GetActiveUniform, will be ignored by the GL."
unsigned int remainingElements = linkedUniform->elementCount() - locationInfo.element;
unsigned int remainingElements = linkedUniform.elementCount() - locationInfo.element;
GLsizei maxElementCount =
static_cast<GLsizei>(remainingElements * linkedUniform->getElementComponents());
static_cast<GLsizei>(remainingElements * linkedUniform.getElementComponents());
GLsizei count = countIn;
GLsizei clampedCount = count * vectorSize;
if (clampedCount > maxElementCount)
if (count * vectorSize > maxElementCount)
{
clampedCount = maxElementCount;
count = maxElementCount / vectorSize;
}
// VariableComponentType(linkedUniform->type) has a dozens of compares and thus is evil for
// inlining with regards to code size. This version is one subtract and one compare only.
if (IsVariableComponentTypeBool(linkedUniform->type))
{
// Do a cast conversion for boolean types. From the spec:
// "The uniform is set to FALSE if the input value is 0 or 0.0f, and set to TRUE otherwise."
GLint *destAsInt = reinterpret_cast<GLint *>(destPointer);
for (GLsizei component = 0; component < clampedCount; ++component)
{
destAsInt[component] = (v[component] != static_cast<T>(0) ? GL_TRUE : GL_FALSE);
}
}
else
{
updateSamplerUniform(locationInfo, destPointer, clampedCount, v);
memcpy(destPointer, v, sizeof(T) * clampedCount);
return maxElementCount / vectorSize;
}
return count;
}
template <size_t cols, size_t rows, typename T>
GLsizei Program::setMatrixUniformInternal(GLint location,
GLsizei count,
GLboolean transpose,
const T *v)
GLsizei Program::clampMatrixUniformCount(GLint location,
GLsizei count,
GLboolean transpose,
const T *v)
{
const VariableLocation &locationInfo = mState.mUniformLocations[location];
if (!transpose)
{
return setUniformInternal(location, count, cols * rows, v);
return clampUniformCount(locationInfo, count, cols * rows, v);
}
// Perform a transposing copy.
const VariableLocation &locationInfo = mState.mUniformLocations[location];
LinkedUniform *linkedUniform = &mState.mUniforms[locationInfo.index];
T *destPtr = reinterpret_cast<T *>(linkedUniform->getDataPtrToElement(locationInfo.element));
const LinkedUniform &linkedUniform = mState.mUniforms[locationInfo.index];
// OpenGL ES 3.0.4 spec pg 67: "Values for any array element that exceeds the highest array
// element index used, as reported by GetActiveUniform, will be ignored by the GL."
unsigned int remainingElements = linkedUniform->elementCount() - locationInfo.element;
GLsizei clampedCount = std::min(count, static_cast<GLsizei>(remainingElements));
for (GLsizei element = 0; element < clampedCount; ++element)
{
size_t elementOffset = element * rows * cols;
for (size_t row = 0; row < rows; ++row)
{
for (size_t col = 0; col < cols; ++col)
{
destPtr[col * rows + row + elementOffset] = v[row * cols + col + elementOffset];
}
}
}
return clampedCount;
unsigned int remainingElements = linkedUniform.elementCount() - locationInfo.element;
return std::min(count, static_cast<GLsizei>(remainingElements));
}
// Driver differences mean that doing the uniform value cast ourselves gives consistent results.
......
......@@ -618,17 +618,16 @@ class Program final : angle::NonCopyable, public LabeledObject
// Both these function update the cached uniform values and return a modified "count"
// so that the uniform update doesn't overflow the uniform.
template <typename T>
GLsizei setUniformInternal(GLint location, GLsizei count, int vectorSize, const T *v);
GLsizei clampUniformCount(const VariableLocation &locationInfo,
GLsizei count,
int vectorSize,
const T *v);
template <size_t cols, size_t rows, typename T>
GLsizei setMatrixUniformInternal(GLint location,
GLsizei count,
GLboolean transpose,
const T *v);
template <typename T>
GLsizei clampMatrixUniformCount(GLint location, GLsizei count, GLboolean transpose, const T *v);
void updateSamplerUniform(const VariableLocation &locationInfo,
const uint8_t *destPointer,
GLsizei clampedCount,
const T *v);
const GLint *v);
template <typename DestT>
void getUniformInternal(const Context *context,
......
......@@ -46,15 +46,10 @@ LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::Uniform(uniform), bufferIndex(uniform.bufferIndex), blockInfo(uniform.blockInfo)
{
// This function is not intended to be called during runtime.
ASSERT(uniform.mLazyData.empty());
}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
// This function is not intended to be called during runtime.
ASSERT(uniform.mLazyData.empty());
sh::Uniform::operator=(uniform);
bufferIndex = uniform.bufferIndex;
blockInfo = uniform.blockInfo;
......@@ -71,23 +66,6 @@ bool LinkedUniform::isInDefaultBlock() const
return bufferIndex == -1;
}
size_t LinkedUniform::dataSize() const
{
ASSERT(type != GL_STRUCT_ANGLEX);
if (mLazyData.empty())
{
mLazyData.resize(VariableExternalSize(type) * elementCount());
ASSERT(!mLazyData.empty());
}
return mLazyData.size();
}
const uint8_t *LinkedUniform::data() const
{
return const_cast<LinkedUniform *>(this)->data();
}
bool LinkedUniform::isSampler() const
{
return IsSamplerType(type);
......@@ -118,17 +96,6 @@ size_t LinkedUniform::getElementComponents() const
return VariableComponentCount(type);
}
uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex)
{
ASSERT((!isArray() && elementIndex == 0) || (isArray() && elementIndex < arraySize));
return data() + (elementIndex > 0 ? (getElementSize() * elementIndex) : 0u);
}
const uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex) const
{
return const_cast<LinkedUniform *>(this)->getDataPtrToElement(elementIndex);
}
ShaderVariableBuffer::ShaderVariableBuffer()
: binding(0),
dataSize(0),
......
......@@ -37,19 +37,6 @@ struct LinkedUniform : public sh::Uniform
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform();
size_t dataSize() const;
uint8_t *data()
{
if (mLazyData.empty())
{
// dataSize() will init the data store.
size_t size = dataSize();
memset(mLazyData.data(), 0, size);
}
return mLazyData.data();
}
const uint8_t *data() const;
bool isSampler() const;
bool isImage() const;
bool isAtomicCounter() const;
......@@ -57,15 +44,10 @@ struct LinkedUniform : public sh::Uniform
bool isField() const;
size_t getElementSize() const;
size_t getElementComponents() const;
uint8_t *getDataPtrToElement(size_t elementIndex);
const uint8_t *getDataPtrToElement(size_t elementIndex) const;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
private:
mutable angle::MemoryBuffer mLazyData;
};
// Parent struct for atomic counter, uniform block, and shader storage block buffer, which all
......
......@@ -146,16 +146,6 @@ void GetUniformBlockInfo(const std::vector<VarT> &fields,
}
}
template <typename T>
static inline void SetIfDirty(T *dest, const T &source, bool *dirtyFlag)
{
ASSERT(dest != nullptr);
ASSERT(dirtyFlag != nullptr);
*dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
*dest = source;
}
template <typename T, int cols, int rows>
bool TransposeExpandMatrix(T *target, const GLfloat *value)
{
......@@ -259,6 +249,26 @@ bool FindFlatInterpolationVarying(const std::vector<sh::Varying> &varyings)
return false;
}
// Helper method to de-tranpose a matrix uniform for an API query.
void GetMatrixUniform(GLint columns, GLint rows, GLfloat *dataOut, const GLfloat *source)
{
for (GLint col = 0; col < columns; ++col)
{
for (GLint row = 0; row < rows; ++row)
{
GLfloat *outptr = dataOut + ((col * rows) + row);
const GLfloat *inptr = source + ((row * 4) + col);
*outptr = *inptr;
}
}
}
template <typename NonFloatT>
void GetMatrixUniform(GLint columns, GLint rows, NonFloatT *dataOut, const NonFloatT *source)
{
UNREACHABLE();
}
} // anonymous namespace
// D3DUniform Implementation
......@@ -270,7 +280,9 @@ D3DUniform::D3DUniform(GLenum typeIn,
: type(typeIn),
name(nameIn),
arraySize(arraySizeIn),
data(nullptr),
vsData(nullptr),
psData(nullptr),
csData(nullptr),
dirty(true),
vsRegisterIndex(GL_INVALID_INDEX),
psRegisterIndex(GL_INVALID_INDEX),
......@@ -283,10 +295,6 @@ D3DUniform::D3DUniform(GLenum typeIn,
// Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
if (defaultBlock)
{
size_t bytes = gl::VariableInternalSize(type) * elementCount();
data = new uint8_t[bytes];
memset(data, 0, bytes);
// Use the row count as register count, will work for non-square matrices.
registerCount = gl::VariableRowCount(type) * elementCount();
}
......@@ -294,7 +302,19 @@ D3DUniform::D3DUniform(GLenum typeIn,
D3DUniform::~D3DUniform()
{
SafeDeleteArray(data);
}
const uint8_t *D3DUniform::getDataPtrToElement(size_t elementIndex) const
{
ASSERT((arraySize == 0 && elementIndex == 0) || (arraySize > 0 && elementIndex < arraySize));
if (isSampler())
{
return reinterpret_cast<const uint8_t *>(&mSamplerData[elementIndex]);
}
return firstNonNullData() +
(elementIndex > 0 ? (gl::VariableInternalSize(type) * elementIndex) : 0u);
}
bool D3DUniform::isSampler() const
......@@ -317,6 +337,18 @@ bool D3DUniform::isReferencedByComputeShader() const
return csRegisterIndex != GL_INVALID_INDEX;
}
const uint8_t *D3DUniform::firstNonNullData() const
{
ASSERT(vsData || psData || csData || !mSamplerData.empty());
if (!mSamplerData.empty())
{
return reinterpret_cast<const uint8_t *>(mSamplerData.data());
}
return vsData ? vsData : (psData ? psData : csData);
}
// D3DVarying Implementation
D3DVarying::D3DVarying() : semanticIndex(0), componentCount(0), outputSlot(0)
......@@ -687,7 +719,6 @@ void ProgramD3D::updateSamplerMapping()
continue;
int count = d3dUniform->elementCount();
const GLint(*v)[4] = reinterpret_cast<const GLint(*)[4]>(d3dUniform->data);
if (d3dUniform->isReferencedByFragmentShader())
{
......@@ -700,7 +731,7 @@ void ProgramD3D::updateSamplerMapping()
if (samplerIndex < mSamplersPS.size())
{
ASSERT(mSamplersPS[samplerIndex].active);
mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
mSamplersPS[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
}
}
}
......@@ -716,7 +747,7 @@ void ProgramD3D::updateSamplerMapping()
if (samplerIndex < mSamplersVS.size())
{
ASSERT(mSamplersVS[samplerIndex].active);
mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
mSamplersVS[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
}
}
}
......@@ -732,7 +763,7 @@ void ProgramD3D::updateSamplerMapping()
if (samplerIndex < mSamplersCS.size())
{
ASSERT(mSamplersCS[samplerIndex].active);
mSamplersCS[samplerIndex].logicalTextureUnit = v[i][0];
mSamplersCS[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
}
}
}
......@@ -1725,6 +1756,34 @@ void ProgramD3D::initializeUniformStorage()
mRenderer->createUniformStorage(fragmentRegisters * 16u));
mComputeUniformStorage =
std::unique_ptr<UniformStorageD3D>(mRenderer->createUniformStorage(computeRegisters * 16u));
// Iterate the uniforms again to assign data pointers to default block uniforms.
for (D3DUniform *d3dUniform : mD3DUniforms)
{
if (d3dUniform->isSampler())
{
d3dUniform->mSamplerData.resize(d3dUniform->elementCount(), 0);
continue;
}
if (d3dUniform->isReferencedByVertexShader())
{
d3dUniform->vsData = mVertexUniformStorage->getDataPointer(d3dUniform->vsRegisterIndex,
d3dUniform->registerElement);
}
if (d3dUniform->isReferencedByFragmentShader())
{
d3dUniform->psData = mFragmentUniformStorage->getDataPointer(
d3dUniform->psRegisterIndex, d3dUniform->registerElement);
}
if (d3dUniform->isReferencedByComputeShader())
{
d3dUniform->csData = mComputeUniformStorage->getDataPointer(
d3dUniform->csRegisterIndex, d3dUniform->registerElement);
}
}
}
gl::Error ProgramD3D::applyUniforms(GLenum drawMode)
......@@ -1823,22 +1882,22 @@ void ProgramD3D::dirtyAllUniforms()
void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniform(location, count, v, GL_FLOAT);
setUniformInternal(location, count, v, GL_FLOAT);
}
void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniform(location, count, v, GL_FLOAT_VEC2);
setUniformInternal(location, count, v, GL_FLOAT_VEC2);
}
void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniform(location, count, v, GL_FLOAT_VEC3);
setUniformInternal(location, count, v, GL_FLOAT_VEC3);
}
void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniform(location, count, v, GL_FLOAT_VEC4);
setUniformInternal(location, count, v, GL_FLOAT_VEC4);
}
void ProgramD3D::setUniformMatrix2fv(GLint location,
......@@ -1846,7 +1905,7 @@ void ProgramD3D::setUniformMatrix2fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
setUniformMatrixfvInternal<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
}
void ProgramD3D::setUniformMatrix3fv(GLint location,
......@@ -1854,7 +1913,7 @@ void ProgramD3D::setUniformMatrix3fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
setUniformMatrixfvInternal<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
}
void ProgramD3D::setUniformMatrix4fv(GLint location,
......@@ -1862,7 +1921,7 @@ void ProgramD3D::setUniformMatrix4fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
setUniformMatrixfvInternal<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
}
void ProgramD3D::setUniformMatrix2x3fv(GLint location,
......@@ -1870,7 +1929,7 @@ void ProgramD3D::setUniformMatrix2x3fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
setUniformMatrixfvInternal<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
}
void ProgramD3D::setUniformMatrix3x2fv(GLint location,
......@@ -1878,7 +1937,7 @@ void ProgramD3D::setUniformMatrix3x2fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
setUniformMatrixfvInternal<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
}
void ProgramD3D::setUniformMatrix2x4fv(GLint location,
......@@ -1886,7 +1945,7 @@ void ProgramD3D::setUniformMatrix2x4fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
setUniformMatrixfvInternal<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
}
void ProgramD3D::setUniformMatrix4x2fv(GLint location,
......@@ -1894,7 +1953,7 @@ void ProgramD3D::setUniformMatrix4x2fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
setUniformMatrixfvInternal<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
}
void ProgramD3D::setUniformMatrix3x4fv(GLint location,
......@@ -1902,7 +1961,7 @@ void ProgramD3D::setUniformMatrix3x4fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
setUniformMatrixfvInternal<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
}
void ProgramD3D::setUniformMatrix4x3fv(GLint location,
......@@ -1910,47 +1969,47 @@ void ProgramD3D::setUniformMatrix4x3fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
setUniformMatrixfvInternal<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
}
void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
setUniform(location, count, v, GL_INT);
setUniformInternal(location, count, v, GL_INT);
}
void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
setUniform(location, count, v, GL_INT_VEC2);
setUniformInternal(location, count, v, GL_INT_VEC2);
}
void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
setUniform(location, count, v, GL_INT_VEC3);
setUniformInternal(location, count, v, GL_INT_VEC3);
}
void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
setUniform(location, count, v, GL_INT_VEC4);
setUniformInternal(location, count, v, GL_INT_VEC4);
}
void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniform(location, count, v, GL_UNSIGNED_INT);
setUniformInternal(location, count, v, GL_UNSIGNED_INT);
}
void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC2);
}
void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC3);
}
void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC4);
}
void ProgramD3D::setUniformBlockBinding(GLuint /*uniformBlockIndex*/,
......@@ -2114,15 +2173,18 @@ void ProgramD3D::defineUniform(GLenum shaderType,
if (shaderType == GL_FRAGMENT_SHADER)
{
d3dUniform->psRegisterIndex = reg;
d3dUniform->dirty = true;
}
else if (shaderType == GL_VERTEX_SHADER)
{
d3dUniform->vsRegisterIndex = reg;
d3dUniform->dirty = true;
}
else
{
ASSERT(shaderType == GL_COMPUTE_SHADER);
d3dUniform->csRegisterIndex = reg;
d3dUniform->dirty = true;
}
// Arrays are treated as aggregate types
......@@ -2134,39 +2196,36 @@ void ProgramD3D::defineUniform(GLenum shaderType,
}
template <typename T>
void ProgramD3D::setUniform(GLint location, GLsizei countIn, const T *v, GLenum targetUniformType)
void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo,
GLsizei countIn,
const T *v,
uint8_t *targetData,
GLenum targetUniformType)
{
const int components = gl::VariableComponentCount(targetUniformType);
const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType);
D3DUniform *targetUniform = getD3DUniformFromLocation(location);
D3DUniform *targetUniform = mD3DUniforms[locationInfo.index];
unsigned int elementCount = targetUniform->elementCount();
unsigned int arrayElement = mState.getUniformLocations()[location].element;
unsigned int arrayElement = locationInfo.element;
unsigned int count = std::min(elementCount - arrayElement, static_cast<unsigned int>(countIn));
if (targetUniform->type == targetUniformType)
{
T *target = reinterpret_cast<T *>(targetUniform->data) + arrayElement * 4;
T *target = reinterpret_cast<T *>(targetData) + arrayElement * 4;
for (unsigned int i = 0; i < count; i++)
{
T *dest = target + (i * 4);
const T *source = v + (i * components);
for (int c = 0; c < components; c++)
{
SetIfDirty(dest + c, source[c], &targetUniform->dirty);
}
for (int c = components; c < 4; c++)
{
SetIfDirty(dest + c, T(0), &targetUniform->dirty);
}
memcpy(dest, source, components * sizeof(T));
targetUniform->dirty = true;
}
}
else if (targetUniform->type == targetBoolType)
{
GLint *boolParams = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4;
GLint *boolParams = reinterpret_cast<GLint *>(targetData) + arrayElement * 4;
for (unsigned int i = 0; i < count; i++)
{
......@@ -2175,49 +2234,56 @@ void ProgramD3D::setUniform(GLint location, GLsizei countIn, const T *v, GLenum
for (int c = 0; c < components; c++)
{
SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE,
&targetUniform->dirty);
}
for (int c = components; c < 4; c++)
{
SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty);
dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
}
targetUniform->dirty = true;
}
}
else if (targetUniform->isSampler())
{
ASSERT(targetUniformType == GL_INT);
else
UNREACHABLE();
}
GLint *target = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4;
template <typename T>
void ProgramD3D::setUniformInternal(GLint location,
GLsizei count,
const T *v,
GLenum targetUniformType)
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
D3DUniform *targetUniform = mD3DUniforms[locationInfo.index];
bool wasDirty = targetUniform->dirty;
if (!targetUniform->mSamplerData.empty())
{
ASSERT(targetUniformType == GL_INT);
memcpy(&targetUniform->mSamplerData[locationInfo.element], v, count * sizeof(T));
mDirtySamplerMapping = true;
targetUniform->dirty = true;
return;
}
for (unsigned int i = 0; i < count; i++)
{
GLint *dest = target + (i * 4);
const GLint *source = reinterpret_cast<const GLint *>(v) + (i * components);
if (targetUniform->vsData)
{
setUniformImpl(locationInfo, count, v, targetUniform->vsData, targetUniformType);
}
SetIfDirty(dest + 0, source[0], &targetUniform->dirty);
SetIfDirty(dest + 1, 0, &targetUniform->dirty);
SetIfDirty(dest + 2, 0, &targetUniform->dirty);
SetIfDirty(dest + 3, 0, &targetUniform->dirty);
}
if (targetUniform->psData)
{
setUniformImpl(locationInfo, count, v, targetUniform->psData, targetUniformType);
}
if (!wasDirty && targetUniform->dirty)
{
mDirtySamplerMapping = true;
}
if (targetUniform->csData)
{
setUniformImpl(locationInfo, count, v, targetUniform->csData, targetUniformType);
}
else
UNREACHABLE();
}
template <int cols, int rows>
void ProgramD3D::setUniformMatrixfv(GLint location,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
GLenum targetUniformType)
void ProgramD3D::setUniformMatrixfvImpl(GLint location,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData,
GLenum targetUniformType)
{
D3DUniform *targetUniform = getD3DUniformFromLocation(location);
......@@ -2226,8 +2292,8 @@ void ProgramD3D::setUniformMatrixfv(GLint location,
unsigned int count = std::min(elementCount - arrayElement, static_cast<unsigned int>(countIn));
const unsigned int targetMatrixStride = (4 * rows);
GLfloat *target =
(GLfloat *)(targetUniform->data + arrayElement * sizeof(GLfloat) * targetMatrixStride);
GLfloat *target = reinterpret_cast<GLfloat *>(targetData + arrayElement * sizeof(GLfloat) *
targetMatrixStride);
for (unsigned int i = 0; i < count; i++)
{
......@@ -2247,6 +2313,34 @@ void ProgramD3D::setUniformMatrixfv(GLint location,
}
}
template <int cols, int rows>
void ProgramD3D::setUniformMatrixfvInternal(GLint location,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
GLenum targetUniformType)
{
D3DUniform *targetUniform = getD3DUniformFromLocation(location);
if (targetUniform->vsData)
{
setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
targetUniform->vsData, targetUniformType);
}
if (targetUniform->psData)
{
setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
targetUniform->psData, targetUniformType);
}
if (targetUniform->csData)
{
setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
targetUniform->csData, targetUniformType);
}
}
size_t ProgramD3D::getUniformBlockInfo(const sh::InterfaceBlock &interfaceBlock)
{
ASSERT(interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED);
......@@ -2525,6 +2619,11 @@ D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location)
return mD3DUniforms[mState.getUniformLocations()[location].index];
}
const D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location) const
{
return mD3DUniforms[mState.getUniformLocations()[location].index];
}
bool ProgramD3D::getUniformBlockSize(const std::string &blockName,
const std::string & /* blockMappedName */,
size_t *sizeOut) const
......@@ -2612,8 +2711,18 @@ void ProgramD3D::getUniformInternal(GLint location, DestT *dataOut) const
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &uniform = mState.getUniforms()[locationInfo.index];
const uint8_t *srcPointer = uniform.getDataPtrToElement(locationInfo.element);
memcpy(dataOut, srcPointer, uniform.getElementSize());
const D3DUniform *targetUniform = getD3DUniformFromLocation(location);
const uint8_t *srcPointer = targetUniform->getDataPtrToElement(locationInfo.element);
if (gl::IsMatrixType(uniform.type))
{
GetMatrixUniform(gl::VariableColumnCount(uniform.type), gl::VariableRowCount(uniform.type),
dataOut, reinterpret_cast<const DestT *>(srcPointer));
}
else
{
memcpy(dataOut, srcPointer, uniform.getElementSize());
}
}
void ProgramD3D::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
......
......@@ -32,6 +32,8 @@ class ShaderExecutableD3D;
#endif
// Helper struct representing a single shader uniform
// TODO(jmadill): Make uniform blocks shared between all programs, so we don't need separate
// register indices.
struct D3DUniform : private angle::NonCopyable
{
D3DUniform(GLenum typeIn,
......@@ -46,14 +48,18 @@ struct D3DUniform : private angle::NonCopyable
bool isReferencedByFragmentShader() const;
bool isReferencedByComputeShader() const;
const uint8_t *firstNonNullData() const;
const uint8_t *getDataPtrToElement(size_t elementIndex) const;
// Duplicated from the GL layer
GLenum type;
std::string name;
unsigned int arraySize;
// Pointer to a system copy of the data.
// TODO(jmadill): remove this in favor of gl::LinkedUniform::data().
uint8_t *data;
// Pointer to a system copies of the data. Separate pointers for each uniform storage type.
uint8_t *vsData;
uint8_t *psData;
uint8_t *csData;
// Has the data been updated since the last sync?
bool dirty;
......@@ -68,6 +74,9 @@ struct D3DUniform : private angle::NonCopyable
// uniforms
// inside aggregate types, which are packed according C-like structure rules.
unsigned int registerElement;
// Special buffer for sampler values.
std::vector<GLint> mSamplerData;
};
struct D3DUniformBlock
......@@ -371,14 +380,29 @@ class ProgramD3D : public ProgramImpl
void getUniformInternal(GLint location, DestT *dataOut) const;
template <typename T>
void setUniform(GLint location, GLsizei count, const T *v, GLenum targetUniformType);
void setUniformImpl(const gl::VariableLocation &locationInfo,
GLsizei count,
const T *v,
uint8_t *targetData,
GLenum targetUniformType);
template <typename T>
void setUniformInternal(GLint location, GLsizei count, const T *v, GLenum targetUniformType);
template <int cols, int rows>
void setUniformMatrixfvImpl(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData,
GLenum targetUniformType);
template <int cols, int rows>
void setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
GLenum targetUniformType);
void setUniformMatrixfvInternal(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
GLenum targetUniformType);
gl::LinkResult compileProgramExecutables(const gl::Context *context, gl::InfoLog &infoLog);
gl::LinkResult compileComputeExecutable(const gl::Context *context, gl::InfoLog &infoLog);
......@@ -387,6 +411,7 @@ class ProgramD3D : public ProgramImpl
const BuiltinInfo &builtins);
D3DUniform *getD3DUniformByName(const std::string &name);
D3DUniform *getD3DUniformFromLocation(GLint location);
const D3DUniform *getD3DUniformFromLocation(GLint location) const;
void initAttribLocationsToD3DSemantic(const gl::Context *context);
......
......@@ -44,9 +44,13 @@ void ShaderExecutableD3D::appendDebugInfo(const std::string &info)
mDebugInfo += info;
}
UniformStorageD3D::UniformStorageD3D(size_t initialSize) : mSize(initialSize)
UniformStorageD3D::UniformStorageD3D(size_t initialSize) : mUniformData()
{
bool result = mUniformData.resize(initialSize);
ASSERT(result);
// Uniform data is zero-initialized by default.
mUniformData.fill(0);
}
UniformStorageD3D::~UniformStorageD3D()
......@@ -55,7 +59,13 @@ UniformStorageD3D::~UniformStorageD3D()
size_t UniformStorageD3D::size() const
{
return mSize;
return mUniformData.size();
}
uint8_t *UniformStorageD3D::getDataPointer(unsigned int registerIndex, unsigned int registerElement)
{
size_t offset = ((registerIndex * 4 + registerElement) * sizeof(float));
return mUniformData.data() + offset;
}
} // namespace rx
......@@ -10,6 +10,7 @@
#ifndef LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
#define LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include <vector>
......@@ -45,10 +46,12 @@ class UniformStorageD3D : angle::NonCopyable
size_t size() const;
uint8_t *getDataPointer(unsigned int registerIndex, unsigned int registerElement);
private:
size_t mSize;
angle::MemoryBuffer mUniformData;
};
}
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
......@@ -2171,16 +2171,14 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D,
const d3d11::Buffer *pixelConstantBuffer = nullptr;
ANGLE_TRY(fragmentUniformStorage->getConstantBuffer(this, &pixelConstantBuffer));
float(*mapVS)[4] = nullptr;
float(*mapPS)[4] = nullptr;
if (totalRegisterCountVS > 0 && vertexUniformsDirty)
{
D3D11_MAPPED_SUBRESOURCE map = {0};
HRESULT result =
mDeviceContext->Map(vertexConstantBuffer->get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
ASSERT(SUCCEEDED(result));
mapVS = (float(*)[4])map.pData;
memcpy(map.pData, vertexUniformStorage->getDataPointer(0, 0), vertexUniformStorage->size());
mDeviceContext->Unmap(vertexConstantBuffer->get(), 0);
}
if (totalRegisterCountPS > 0 && pixelUniformsDirty)
......@@ -2189,39 +2187,8 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D,
HRESULT result =
mDeviceContext->Map(pixelConstantBuffer->get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
ASSERT(SUCCEEDED(result));
mapPS = (float(*)[4])map.pData;
}
for (const D3DUniform *uniform : uniformArray)
{
if (uniform->isSampler())
continue;
unsigned int componentCount = (4 - uniform->registerElement);
// we assume that uniforms from structs are arranged in struct order in our uniforms list.
// otherwise we would overwrite previously written regions of memory.
if (uniform->isReferencedByVertexShader() && mapVS)
{
memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data,
uniform->registerCount * sizeof(float) * componentCount);
}
if (uniform->isReferencedByFragmentShader() && mapPS)
{
memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data,
uniform->registerCount * sizeof(float) * componentCount);
}
}
if (mapVS)
{
mDeviceContext->Unmap(vertexConstantBuffer->get(), 0);
}
if (mapPS)
{
memcpy(map.pData, fragmentUniformStorage->getDataPointer(0, 0),
fragmentUniformStorage->size());
mDeviceContext->Unmap(pixelConstantBuffer->get(), 0);
}
......@@ -4369,23 +4336,8 @@ gl::Error Renderer11::applyComputeUniforms(const ProgramD3D &programD3D,
HRESULT result =
mDeviceContext->Map(computeConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
ASSERT(SUCCEEDED(result));
auto *mapCS = static_cast<float(*)[4]>(map.pData);
ASSERT(mapCS);
for (const D3DUniform *uniform : uniformArray)
{
ASSERT(uniform->isReferencedByComputeShader());
if (uniform->isSampler())
{
continue;
}
unsigned int componentCount = (4 - uniform->registerCount);
memcpy(&mapCS[uniform->csRegisterIndex][uniform->registerElement], uniform->data,
uniform->registerCount * sizeof(float) * componentCount);
}
memcpy(map.pData, computeUniformStorage->getDataPointer(0, 0),
computeUniformStorage->size());
mDeviceContext->Unmap(computeConstantBuffer, 0);
}
......
......@@ -1854,8 +1854,13 @@ gl::Error Renderer9::applyUniforms(const ProgramD3D &programD3D,
if (!targetUniform->dirty)
continue;
GLfloat *f = (GLfloat *)targetUniform->data;
GLint *i = (GLint *)targetUniform->data;
// Built-in uniforms must be skipped.
if (!targetUniform->isReferencedByFragmentShader() &&
!targetUniform->isReferencedByVertexShader())
continue;
const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData());
const GLint *i = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData());
switch (targetUniform->type)
{
......
......@@ -416,7 +416,7 @@ class UniformTestES3 : public ANGLETest
};
// Test queries for transposed arrays of non-square matrix uniforms.
TEST_P(UniformTestES3, TranposedMatrixArrayUniformStateQuery)
TEST_P(UniformTestES3, TransposedMatrixArrayUniformStateQuery)
{
const std::string &vertexShader =
"#version 300 es\n"
......
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