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// Copyright 2010 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
struct UniformTypeInfo;
struct ActiveVariable
ActiveVariable(const ActiveVariable &rhs);
virtual ~ActiveVariable();
ActiveVariable &operator=(const ActiveVariable &rhs);
ShaderType getFirstShaderTypeWhereActive() const;
void setActive(ShaderType shaderType, bool used);
void unionReferencesWith(const ActiveVariable &other);
bool isActive(ShaderType shaderType) const
ASSERT(shaderType != ShaderType::InvalidEnum);
return mActiveUseBits[shaderType];
ShaderBitSet activeShaders() const { return mActiveUseBits; }
GLuint activeShaderCount() const;
ShaderBitSet mActiveUseBits;
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::ShaderVariable, public ActiveVariable
LinkedUniform(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int binding,
const int offset,
const int location,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
LinkedUniform(const sh::ShaderVariable &uniform);
LinkedUniform(const LinkedUniform &uniform);
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform() override;
bool isSampler() const { return typeInfo->isSampler; }
bool isImage() const { return typeInfo->isImageType; }
bool isAtomicCounter() const { return IsAtomicCounterType(type); }
bool isInDefaultBlock() const { return bufferIndex == -1; }
bool isField() const { return name.find('.') != std::string::npos; }
size_t getElementSize() const { return typeInfo->externalSize; }
size_t getElementComponents() const { return typeInfo->componentCount; }
const UniformTypeInfo *typeInfo;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
std::vector<unsigned int> outerArraySizes;
struct BufferVariable : public sh::ShaderVariable, public ActiveVariable
BufferVariable(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
~BufferVariable() override;
int bufferIndex;
sh::BlockMemberInfo blockInfo;
int topLevelArraySize;
// Parent struct for atomic counter, uniform block, and shader storage block buffer, which all
// contain a group of shader variables, and have a GL buffer backed.
struct ShaderVariableBuffer : public ActiveVariable
ShaderVariableBuffer(const ShaderVariableBuffer &other);
~ShaderVariableBuffer() override;
int numActiveVariables() const;
int binding;
unsigned int dataSize;
std::vector<unsigned int> memberIndexes;
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader interface block
struct InterfaceBlock : public ShaderVariableBuffer
InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
int bindingIn);
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
std::string name;
std::string mappedName;
bool isArray;
unsigned int arrayElement;
} // namespace gl