Implemented support for DX11 uniform arrays.

TRAC #22239 Signed-off-by: Daniel Koch Signed-off-by: Shannon Woods Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1629 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 873f28aa
......@@ -237,12 +237,12 @@ bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat*
if (targetUniform->type == GL_FLOAT)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
......@@ -258,12 +258,12 @@ bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat*
}
else if (targetUniform->type == GL_BOOL)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
for (int i = 0; i < count; ++i)
......@@ -298,12 +298,12 @@ bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *
if (targetUniform->type == GL_FLOAT_VEC2)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
......@@ -319,12 +319,12 @@ bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *
}
else if (targetUniform->type == GL_BOOL_VEC2)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
......@@ -360,12 +360,12 @@ bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *
if (targetUniform->type == GL_FLOAT_VEC3)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
......@@ -381,12 +381,12 @@ bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *
}
else if (targetUniform->type == GL_BOOL_VEC3)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
for (int i = 0; i < count * 3; ++i)
......@@ -421,24 +421,24 @@ bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *
if (targetUniform->type == GL_FLOAT_VEC4)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
v, 4 * sizeof(GLfloat) * count);
}
else if (targetUniform->type == GL_BOOL_VEC4)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
for (int i = 0; i < count * 4; ++i)
......@@ -507,12 +507,12 @@ bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, const GLf
return false;
}
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8;
for (int i = 0; i < count; i++)
......@@ -540,12 +540,12 @@ bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, const GLf
return false;
}
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12;
for (int i = 0; i < count; i++)
......@@ -574,12 +574,12 @@ bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, const GLf
return false;
}
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16);
for (int i = 0; i < count; i++)
......@@ -606,24 +606,24 @@ bool ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v)
targetUniform->type == GL_SAMPLER_2D ||
targetUniform->type == GL_SAMPLER_CUBE)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
v, sizeof(GLint) * count);
}
else if (targetUniform->type == GL_BOOL)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
for (int i = 0; i < count; ++i)
......@@ -658,24 +658,24 @@ bool ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v)
if (targetUniform->type == GL_INT_VEC2)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
v, 2 * sizeof(GLint) * count);
}
else if (targetUniform->type == GL_BOOL_VEC2)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
for (int i = 0; i < count * 2; ++i)
......@@ -710,24 +710,24 @@ bool ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v)
if (targetUniform->type == GL_INT_VEC3)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
v, 3 * sizeof(GLint) * count);
}
else if (targetUniform->type == GL_BOOL_VEC3)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
for (int i = 0; i < count * 3; ++i)
......@@ -762,24 +762,24 @@ bool ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v)
if (targetUniform->type == GL_INT_VEC4)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
v, 4 * sizeof(GLint) * count);
}
else if (targetUniform->type == GL_BOOL_VEC4)
{
int arraySize = targetUniform->arraySize;
int elementCount = targetUniform->elementCount();
if (arraySize == 1 && count > 1)
if (elementCount == 1 && count > 1)
return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
count = std::min(arraySize - (int)mUniformIndex[location].element, count);
count = std::min(elementCount - (int)mUniformIndex[location].element, count);
GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
for (int i = 0; i < count * 4; ++i)
......@@ -968,7 +968,7 @@ void ProgramBinary::applyUniforms()
if (targetUniform->type == GL_SAMPLER_2D ||
targetUniform->type == GL_SAMPLER_CUBE)
{
int count = targetUniform->arraySize;
int count = targetUniform->elementCount();
GLint *v = (GLint*)targetUniform->data;
if (targetUniform->ps.registerCount)
......@@ -2112,45 +2112,49 @@ bool ProgramBinary::defineUniform(GLenum shader, const rx::D3DConstant *constant
bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant)
{
ASSERT(constant.arraySize <= 1); // FIXME: UNIMPLEMENTED
Uniform *uniform = new Uniform(constant.type, constant.name, 1 /*constant.arraySize*/);
Uniform *uniform = NULL;
GLint location = getUniformLocation(constant.name);
if (!uniform)
if (location >= 0) // Previously defined, types must match
{
return false;
}
uniform = mUniforms[mUniformIndex[location].index];
// Check if already defined
GLint location = getUniformLocation(uniform->name);
GLenum type = uniform->type;
if (uniform->type != constant.type)
{
return false;
}
}
else
{
uniform = new Uniform(constant.type, constant.name, constant.arraySize);
}
if (location >= 0)
if (!uniform)
{
delete uniform;
uniform = mUniforms[mUniformIndex[location].index];
return false;
}
if (shader == GL_FRAGMENT_SHADER)
{
uniform->ps.registerIndex = constant.registerIndex;
uniform->ps.registerCount = 1 /*constant.arraySize*/;
uniform->ps.registerCount = uniform->registerCount();
}
else if (shader == GL_VERTEX_SHADER)
{
uniform->vs.registerIndex = constant.registerIndex;
uniform->vs.registerCount = 1 /*constant.arraySize*/;
uniform->vs.registerCount = uniform->registerCount();
}
else UNREACHABLE();
if (location >= 0)
{
return uniform->type == type;
return uniform->type == constant.type;
}
mUniforms.push_back(uniform);
unsigned int uniformIndex = mUniforms.size() - 1;
for (unsigned int i = 0; i < uniform->arraySize; i++)
for (unsigned int i = 0; i < uniform->elementCount(); i++)
{
mUniformIndex.push_back(UniformLocation(constant.name, i, uniformIndex));
}
......@@ -2339,7 +2343,7 @@ void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *len
}
}
*size = mUniforms[index]->arraySize;
*size = mUniforms[index]->elementCount();
*type = mUniforms[index]->type;
}
......
......@@ -14,7 +14,7 @@ namespace gl
Uniform::Uniform(GLenum type, const std::string &_name, unsigned int arraySize)
: type(type), _name(_name), name(undecorate(_name)), arraySize(arraySize)
{
int bytes = gl::UniformInternalSize(type) * arraySize;
int bytes = gl::UniformInternalSize(type) * elementCount();
data = new unsigned char[bytes];
memset(data, 0, bytes);
dirty = true;
......@@ -25,12 +25,29 @@ Uniform::~Uniform()
delete[] data;
}
bool Uniform::isArray()
bool Uniform::isArray() const
{
size_t dot = _name.find_last_of('.');
if (dot == std::string::npos) dot = -1;
if (name != _name) // D3D9_REPLACE
{
size_t dot = _name.find_last_of('.');
if (dot == std::string::npos) dot = -1;
return _name.compare(dot + 1, dot + 4, "ar_") == 0;
}
else
{
return arraySize > 0;
}
}
return _name.compare(dot + 1, dot + 4, "ar_") == 0;
unsigned int Uniform::elementCount() const
{
return arraySize > 0 ? arraySize : 1;
}
unsigned int Uniform::registerCount() const
{
return VariableRowCount(type) * elementCount();
}
std::string Uniform::undecorate(const std::string &_name)
......
......@@ -25,7 +25,9 @@ struct Uniform
~Uniform();
bool isArray();
bool isArray() const;
unsigned int elementCount() const;
unsigned int registerCount() const;
static std::string Uniform::undecorate(const std::string &_name);
const GLenum type;
......@@ -45,7 +47,7 @@ struct Uniform
}
int registerIndex;
int registerCount;
unsigned int registerCount;
};
RegisterInfo ps;
......
......@@ -837,7 +837,7 @@ void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
case GL_FLOAT_MAT4:
if (uniform->vs.registerCount)
{
for (int i = 0; i < uniform->vs.registerCount; i++)
for (unsigned int i = 0; i < uniform->vs.registerCount; i++)
{
cVS[uniform->vs.registerIndex + i][0] = f[i][0];
cVS[uniform->vs.registerIndex + i][1] = f[i][1];
......@@ -847,7 +847,7 @@ void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
}
if (uniform->ps.registerCount)
{
for (int i = 0; i < uniform->ps.registerCount; i++)
for (unsigned int i = 0; i < uniform->ps.registerCount; i++)
{
cPS[uniform->ps.registerIndex + i][0] = f[i][0];
cPS[uniform->ps.registerIndex + i][1] = f[i][1];
......
......@@ -1471,7 +1471,7 @@ void Renderer9::applyUniforms(const gl::UniformArray *uniformArray)
if (targetUniform->dirty)
{
int arraySize = targetUniform->arraySize;
int count = targetUniform->elementCount();
GLfloat *f = (GLfloat*)targetUniform->data;
GLint *i = (GLint*)targetUniform->data;
GLboolean *b = (GLboolean*)targetUniform->data;
......@@ -1481,21 +1481,21 @@ void Renderer9::applyUniforms(const gl::UniformArray *uniformArray)
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
break;
case GL_BOOL: applyUniformnbv(targetUniform, arraySize, 1, b); break;
case GL_BOOL_VEC2: applyUniformnbv(targetUniform, arraySize, 2, b); break;
case GL_BOOL_VEC3: applyUniformnbv(targetUniform, arraySize, 3, b); break;
case GL_BOOL_VEC4: applyUniformnbv(targetUniform, arraySize, 4, b); break;
case GL_BOOL: applyUniformnbv(targetUniform, count, 1, b); break;
case GL_BOOL_VEC2: applyUniformnbv(targetUniform, count, 2, b); break;
case GL_BOOL_VEC3: applyUniformnbv(targetUniform, count, 3, b); break;
case GL_BOOL_VEC4: applyUniformnbv(targetUniform, count, 4, b); break;
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
case GL_INT: applyUniform1iv(targetUniform, arraySize, i); break;
case GL_INT_VEC2: applyUniform2iv(targetUniform, arraySize, i); break;
case GL_INT_VEC3: applyUniform3iv(targetUniform, arraySize, i); break;
case GL_INT_VEC4: applyUniform4iv(targetUniform, arraySize, i); break;
case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
case GL_INT: applyUniform1iv(targetUniform, count, i); break;
case GL_INT_VEC2: applyUniform2iv(targetUniform, count, i); break;
case GL_INT_VEC3: applyUniform3iv(targetUniform, count, i); break;
case GL_INT_VEC4: applyUniform4iv(targetUniform, count, i); break;
default:
UNREACHABLE();
}
......
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