Commit d10ba166 by Tim Van Patten Committed by Commit Bot

Rename ProgramState::getProgramExecutable() to getExecutable()

The "Program" part of ProgramState::getProgramExecutable() is already implied by being part of a ProgramState, so it can be removed. Bug: angleproject:3570 Change-Id: I35ffb2af81196fa7f189f7d3a37158f5f1951141 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2209317Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
parent 583c9a38
...@@ -308,12 +308,12 @@ class ProgramState final : angle::NonCopyable ...@@ -308,12 +308,12 @@ class ProgramState final : angle::NonCopyable
return mUniformLocationBindings; return mUniformLocationBindings;
} }
const ProgramExecutable &getProgramExecutable() const const ProgramExecutable &getExecutable() const
{ {
ASSERT(mExecutable); ASSERT(mExecutable);
return *mExecutable; return *mExecutable;
} }
ProgramExecutable &getProgramExecutable() ProgramExecutable &getExecutable()
{ {
ASSERT(mExecutable); ASSERT(mExecutable);
return *mExecutable; return *mExecutable;
...@@ -809,8 +809,8 @@ class Program final : angle::NonCopyable, public LabeledObject ...@@ -809,8 +809,8 @@ class Program final : angle::NonCopyable, public LabeledObject
rx::Serial serial() const { return mSerial; } rx::Serial serial() const { return mSerial; }
const ProgramExecutable &getExecutable() const { return mState.getProgramExecutable(); } const ProgramExecutable &getExecutable() const { return mState.getExecutable(); }
ProgramExecutable &getExecutable() { return mState.getProgramExecutable(); } ProgramExecutable &getExecutable() { return mState.getExecutable(); }
const char *validateDrawStates(const State &state, const gl::Extensions &extensions) const; const char *validateDrawStates(const State &state, const gl::Extensions &extensions) const;
......
...@@ -1307,7 +1307,7 @@ angle::Result ProgramD3D::loadBinaryShaderExecutables(d3d::Context *contextD3D, ...@@ -1307,7 +1307,7 @@ angle::Result ProgramD3D::loadBinaryShaderExecutables(d3d::Context *contextD3D,
stream->readInt<unsigned int>(), gl::TextureType::_2D)); stream->readInt<unsigned int>(), gl::TextureType::_2D));
} }
initializeUniformStorage(mState.getProgramExecutable().getLinkedShaderStages()); initializeUniformStorage(mState.getExecutable().getLinkedShaderStages());
dirtyAllUniforms(); dirtyAllUniforms();
...@@ -2353,7 +2353,7 @@ const std::vector<D3DUBOCacheUseSB> &ProgramD3D::getShaderUniformBufferCacheUseS ...@@ -2353,7 +2353,7 @@ const std::vector<D3DUBOCacheUseSB> &ProgramD3D::getShaderUniformBufferCacheUseS
void ProgramD3D::dirtyAllUniforms() void ProgramD3D::dirtyAllUniforms()
{ {
mShaderUniformsDirty = mState.getProgramExecutable().getLinkedShaderStages(); mShaderUniformsDirty = mState.getExecutable().getLinkedShaderStages();
} }
void ProgramD3D::markUniformsClean() void ProgramD3D::markUniformsClean()
...@@ -3049,7 +3049,7 @@ void ProgramD3D::updateCachedInputLayout(Serial associatedSerial, const gl::Stat ...@@ -3049,7 +3049,7 @@ void ProgramD3D::updateCachedInputLayout(Serial associatedSerial, const gl::Stat
const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes(); const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes();
const gl::AttributesMask &attributesMask = const gl::AttributesMask &attributesMask =
mState.getProgramExecutable().getActiveAttribLocationsMask(); mState.getExecutable().getActiveAttribLocationsMask();
for (size_t locationIndex : attributesMask) for (size_t locationIndex : attributesMask)
{ {
......
...@@ -339,7 +339,7 @@ class ProgramD3D : public ProgramImpl ...@@ -339,7 +339,7 @@ class ProgramD3D : public ProgramImpl
bool hasShaderStage(gl::ShaderType shaderType) const bool hasShaderStage(gl::ShaderType shaderType) const
{ {
return mState.getProgramExecutable().getLinkedShaderStages()[shaderType]; return mState.getExecutable().getLinkedShaderStages()[shaderType];
} }
void assignImage2DRegisters(unsigned int startImageIndex, void assignImage2DRegisters(unsigned int startImageIndex,
......
...@@ -194,7 +194,7 @@ void SortAttributesByLayout(const ProgramD3D &programD3D, ...@@ -194,7 +194,7 @@ void SortAttributesByLayout(const ProgramD3D &programD3D,
sortedAttributesOut->clear(); sortedAttributesOut->clear();
const AttribIndexArray &locationToSemantic = programD3D.getAttribLocationToD3DSemantics(); const AttribIndexArray &locationToSemantic = programD3D.getAttribLocationToD3DSemantics();
const gl::ProgramExecutable &executable = programD3D.getState().getProgramExecutable(); const gl::ProgramExecutable &executable = programD3D.getState().getExecutable();
for (auto locationIndex : executable.getActiveAttribLocationsMask()) for (auto locationIndex : executable.getActiveAttribLocationsMask())
{ {
...@@ -2047,7 +2047,7 @@ angle::Result StateManager11::syncCurrentValueAttribs( ...@@ -2047,7 +2047,7 @@ angle::Result StateManager11::syncCurrentValueAttribs(
const gl::Context *context, const gl::Context *context,
const std::vector<gl::VertexAttribCurrentValueData> &currentValues) const std::vector<gl::VertexAttribCurrentValueData> &currentValues)
{ {
const gl::ProgramExecutable &executable = mProgramD3D->getState().getProgramExecutable(); const gl::ProgramExecutable &executable = mProgramD3D->getState().getExecutable();
const auto &activeAttribsMask = executable.getActiveAttribLocationsMask(); const auto &activeAttribsMask = executable.getActiveAttribLocationsMask();
const auto &dirtyActiveAttribs = (activeAttribsMask & mDirtyCurrentValueAttribs); const auto &dirtyActiveAttribs = (activeAttribsMask & mDirtyCurrentValueAttribs);
......
...@@ -228,7 +228,7 @@ std::unique_ptr<LinkEvent> ProgramGL::link(const gl::Context *context, ...@@ -228,7 +228,7 @@ std::unique_ptr<LinkEvent> ProgramGL::link(const gl::Context *context,
for (const auto &tfVarying : mState.getTransformFeedbackVaryingNames()) for (const auto &tfVarying : mState.getTransformFeedbackVaryingNames())
{ {
gl::ShaderType tfShaderType = gl::ShaderType tfShaderType =
mState.getProgramExecutable().hasLinkedShaderStage(gl::ShaderType::Geometry) mState.getExecutable().hasLinkedShaderStage(gl::ShaderType::Geometry)
? gl::ShaderType::Geometry ? gl::ShaderType::Geometry
: gl::ShaderType::Vertex; : gl::ShaderType::Vertex;
std::string tfVaryingMappedName = std::string tfVaryingMappedName =
......
...@@ -1927,10 +1927,9 @@ void GlslangGetShaderSource(GlslangSourceOptions &options, ...@@ -1927,10 +1927,9 @@ void GlslangGetShaderSource(GlslangSourceOptions &options,
} }
} }
for (const gl::ShaderType shaderType : for (const gl::ShaderType shaderType : programState.getExecutable().getLinkedShaderStages())
programState.getProgramExecutable().getLinkedShaderStages())
{ {
GlslangAssignLocations(options, programState.getProgramExecutable(), shaderType, GlslangAssignLocations(options, programState.getExecutable(), shaderType,
programInterfaceInfo, variableInfoMapOut); programInterfaceInfo, variableInfoMapOut);
} }
} }
......
...@@ -318,7 +318,7 @@ angle::Result ProgramMtl::linkImpl(const gl::Context *glContext, ...@@ -318,7 +318,7 @@ angle::Result ProgramMtl::linkImpl(const gl::Context *glContext,
// Convert GLSL to spirv code // Convert GLSL to spirv code
gl::ShaderMap<std::vector<uint32_t>> shaderCodes; gl::ShaderMap<std::vector<uint32_t>> shaderCodes;
ANGLE_TRY(mtl::GlslangGetShaderSpirvCode( ANGLE_TRY(mtl::GlslangGetShaderSpirvCode(
contextMtl, mState.getProgramExecutable().getLinkedShaderStages(), contextMtl->getCaps(), contextMtl, mState.getExecutable().getLinkedShaderStages(), contextMtl->getCaps(),
shaderSources, variableInfoMap, &shaderCodes)); shaderSources, variableInfoMap, &shaderCodes));
// Convert spirv code to MSL // Convert spirv code to MSL
......
...@@ -271,7 +271,7 @@ ProgramVk *ProgramExecutableVk::getShaderProgram(const gl::State &glState, ...@@ -271,7 +271,7 @@ ProgramVk *ProgramExecutableVk::getShaderProgram(const gl::State &glState,
{ {
if (mProgram) if (mProgram)
{ {
const gl::ProgramExecutable &glExecutable = mProgram->getState().getProgramExecutable(); const gl::ProgramExecutable &glExecutable = mProgram->getState().getExecutable();
if (glExecutable.hasLinkedShaderStage(shaderType)) if (glExecutable.hasLinkedShaderStage(shaderType))
{ {
return mProgram; return mProgram;
...@@ -307,7 +307,7 @@ const gl::ProgramExecutable &ProgramExecutableVk::getGlExecutable() ...@@ -307,7 +307,7 @@ const gl::ProgramExecutable &ProgramExecutableVk::getGlExecutable()
ASSERT(mProgram || mProgramPipeline); ASSERT(mProgram || mProgramPipeline);
if (mProgram) if (mProgram)
{ {
return mProgram->getState().getProgramExecutable(); return mProgram->getState().getExecutable();
} }
return mProgramPipeline->getState().getProgramExecutable(); return mProgramPipeline->getState().getProgramExecutable();
} }
...@@ -437,8 +437,7 @@ void ProgramExecutableVk::addImageDescriptorSetDesc(const gl::ProgramState &prog ...@@ -437,8 +437,7 @@ void ProgramExecutableVk::addImageDescriptorSetDesc(const gl::ProgramState &prog
// The front-end always binds array image units sequentially. // The front-end always binds array image units sequentially.
uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size()); uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size());
for (const gl::ShaderType shaderType : for (const gl::ShaderType shaderType : programState.getExecutable().getLinkedShaderStages())
programState.getProgramExecutable().getLinkedShaderStages())
{ {
if (!imageUniform.isActive(shaderType)) if (!imageUniform.isActive(shaderType))
{ {
...@@ -492,8 +491,7 @@ void ProgramExecutableVk::addTextureDescriptorSetDesc(const gl::ProgramState &pr ...@@ -492,8 +491,7 @@ void ProgramExecutableVk::addTextureDescriptorSetDesc(const gl::ProgramState &pr
} }
} }
for (const gl::ShaderType shaderType : for (const gl::ShaderType shaderType : programState.getExecutable().getLinkedShaderStages())
programState.getProgramExecutable().getLinkedShaderStages())
{ {
if (!samplerUniform.isActive(shaderType)) if (!samplerUniform.isActive(shaderType))
{ {
...@@ -1187,7 +1185,7 @@ angle::Result ProgramExecutableVk::updateTransformFeedbackDescriptorSet( ...@@ -1187,7 +1185,7 @@ angle::Result ProgramExecutableVk::updateTransformFeedbackDescriptorSet(
gl::ShaderMap<DefaultUniformBlock> &defaultUniformBlocks, gl::ShaderMap<DefaultUniformBlock> &defaultUniformBlocks,
ContextVk *contextVk) ContextVk *contextVk)
{ {
const gl::ProgramExecutable &executable = programState.getProgramExecutable(); const gl::ProgramExecutable &executable = programState.getExecutable();
ASSERT(executable.hasTransformFeedbackOutput()); ASSERT(executable.hasTransformFeedbackOutput());
ANGLE_TRY(allocateDescriptorSet(contextVk, kUniformsAndXfbDescriptorSetIndex)); ANGLE_TRY(allocateDescriptorSet(contextVk, kUniformsAndXfbDescriptorSetIndex));
...@@ -1209,7 +1207,7 @@ void ProgramExecutableVk::updateTransformFeedbackDescriptorSetImpl( ...@@ -1209,7 +1207,7 @@ void ProgramExecutableVk::updateTransformFeedbackDescriptorSetImpl(
{ {
const gl::State &glState = contextVk->getState(); const gl::State &glState = contextVk->getState();
gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback(); gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback();
const gl::ProgramExecutable &executable = programState.getProgramExecutable(); const gl::ProgramExecutable &executable = programState.getExecutable();
if (!executable.hasTransformFeedbackOutput()) if (!executable.hasTransformFeedbackOutput())
{ {
......
...@@ -80,8 +80,8 @@ angle::Result ProgramPipelineVk::link(const gl::Context *glContext) ...@@ -80,8 +80,8 @@ angle::Result ProgramPipelineVk::link(const gl::Context *glContext)
glslangProgramInterfaceInfo.locationsUsedForXfbExtension = glslangProgramInterfaceInfo.locationsUsedForXfbExtension =
programProgramInterfaceInfo.locationsUsedForXfbExtension; programProgramInterfaceInfo.locationsUsedForXfbExtension;
GlslangAssignLocations(options, glProgram->getState().getProgramExecutable(), GlslangAssignLocations(options, glProgram->getState().getExecutable(), shaderType,
shaderType, &glslangProgramInterfaceInfo, &glslangProgramInterfaceInfo,
&mExecutable.getShaderInterfaceVariableInfoMap()); &mExecutable.getShaderInterfaceVariableInfoMap());
} }
} }
......
...@@ -275,7 +275,7 @@ void ProgramVk::fillProgramStateMap(gl::ShaderMap<const gl::ProgramState *> *pro ...@@ -275,7 +275,7 @@ void ProgramVk::fillProgramStateMap(gl::ShaderMap<const gl::ProgramState *> *pro
for (gl::ShaderType shaderType : gl::AllShaderTypes()) for (gl::ShaderType shaderType : gl::AllShaderTypes())
{ {
(*programStatesOut)[shaderType] = nullptr; (*programStatesOut)[shaderType] = nullptr;
if (mState.getProgramExecutable().hasLinkedShaderStage(shaderType)) if (mState.getExecutable().hasLinkedShaderStage(shaderType))
{ {
(*programStatesOut)[shaderType] = &mState; (*programStatesOut)[shaderType] = &mState;
} }
...@@ -302,7 +302,7 @@ std::unique_ptr<LinkEvent> ProgramVk::link(const gl::Context *context, ...@@ -302,7 +302,7 @@ std::unique_ptr<LinkEvent> ProgramVk::link(const gl::Context *context,
// Compile the shaders. // Compile the shaders.
angle::Result status = angle::Result status =
mShaderInfo.initShaders(contextVk, mState.getProgramExecutable().getLinkedShaderStages(), mShaderInfo.initShaders(contextVk, mState.getExecutable().getLinkedShaderStages(),
shaderSources, mExecutable.mVariableInfoMap); shaderSources, mExecutable.mVariableInfoMap);
if (status != angle::Result::Continue) if (status != angle::Result::Continue)
{ {
...@@ -348,7 +348,7 @@ angle::Result ProgramVk::initDefaultUniformBlocks(const gl::Context *glContext) ...@@ -348,7 +348,7 @@ angle::Result ProgramVk::initDefaultUniformBlocks(const gl::Context *glContext)
void ProgramVk::generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap, void ProgramVk::generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap,
gl::ShaderMap<size_t> &requiredBufferSize) gl::ShaderMap<size_t> &requiredBufferSize)
{ {
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable(); const gl::ProgramExecutable &glExecutable = mState.getExecutable();
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{ {
...@@ -367,7 +367,7 @@ void ProgramVk::initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap ...@@ -367,7 +367,7 @@ void ProgramVk::initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap
{ {
// Init the default block layout info. // Init the default block layout info.
const auto &uniforms = mState.getUniforms(); const auto &uniforms = mState.getUniforms();
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable(); const gl::ProgramExecutable &glExecutable = mState.getExecutable();
for (const gl::VariableLocation &location : mState.getUniformLocations()) for (const gl::VariableLocation &location : mState.getUniformLocations())
{ {
...@@ -413,7 +413,7 @@ angle::Result ProgramVk::resizeUniformBlockMemory(ContextVk *contextVk, ...@@ -413,7 +413,7 @@ angle::Result ProgramVk::resizeUniformBlockMemory(ContextVk *contextVk,
gl::ShaderMap<size_t> &requiredBufferSize) gl::ShaderMap<size_t> &requiredBufferSize)
{ {
RendererVk *renderer = contextVk->getRenderer(); RendererVk *renderer = contextVk->getRenderer();
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable(); const gl::ProgramExecutable &glExecutable = mState.getExecutable();
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{ {
...@@ -451,7 +451,7 @@ void ProgramVk::setUniformImpl(GLint location, GLsizei count, const T *v, GLenum ...@@ -451,7 +451,7 @@ void ProgramVk::setUniformImpl(GLint location, GLsizei count, const T *v, GLenum
{ {
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable(); const gl::ProgramExecutable &glExecutable = mState.getExecutable();
ASSERT(!linkedUniform.isSampler()); ASSERT(!linkedUniform.isSampler());
...@@ -618,7 +618,7 @@ void ProgramVk::setUniformMatrixfv(GLint location, ...@@ -618,7 +618,7 @@ void ProgramVk::setUniformMatrixfv(GLint location,
{ {
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable(); const gl::ProgramExecutable &glExecutable = mState.getExecutable();
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{ {
...@@ -756,7 +756,7 @@ angle::Result ProgramVk::updateUniforms(ContextVk *contextVk) ...@@ -756,7 +756,7 @@ angle::Result ProgramVk::updateUniforms(ContextVk *contextVk)
bool anyNewBufferAllocated = false; bool anyNewBufferAllocated = false;
uint32_t offsetIndex = 0; uint32_t offsetIndex = 0;
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable(); const gl::ProgramExecutable &glExecutable = mState.getExecutable();
// Update buffer memory by immediate mapping. This immediate update only works once. // Update buffer memory by immediate mapping. This immediate update only works once.
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
......
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