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Side by Side Diff: gpu/command_buffer/service/program_manager.cc

Issue 2148723004: WebGL 2: make sure VertexAttrib type match the corresponding attrib type in shader (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix the bug in Windows gpu bot Created 4 years, 5 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "gpu/command_buffer/service/program_manager.h" 5 #include "gpu/command_buffer/service/program_manager.h"
6 6
7 #include <stddef.h> 7 #include <stddef.h>
8 #include <stdint.h> 8 #include <stdint.h>
9 9
10 #include <algorithm> 10 #include <algorithm>
(...skipping 99 matching lines...) Expand 10 before | Expand all | Expand 10 after
110 if (hit == varyings.end()) 110 if (hit == varyings.end())
111 return false; 111 return false;
112 return hit->second.isInvariant; 112 return hit->second.isInvariant;
113 } 113 }
114 114
115 uint32_t ComputeOffset(const void* start, const void* position) { 115 uint32_t ComputeOffset(const void* start, const void* position) {
116 return static_cast<const uint8_t*>(position) - 116 return static_cast<const uint8_t*>(position) -
117 static_cast<const uint8_t*>(start); 117 static_cast<const uint8_t*>(start);
118 } 118 }
119 119
120 ShaderVariableBaseType FragmentOutputTypeToBaseType(GLenum type) { 120 ShaderVariableBaseType InputOutputTypeToBaseType(bool is_input, GLenum type) {
121 switch (type) { 121 switch (type) {
122 case GL_INT: 122 case GL_INT:
123 case GL_INT_VEC2: 123 case GL_INT_VEC2:
124 case GL_INT_VEC3: 124 case GL_INT_VEC3:
125 case GL_INT_VEC4: 125 case GL_INT_VEC4:
126 return SHADER_VARIABLE_INT; 126 return SHADER_VARIABLE_INT;
127 case GL_UNSIGNED_INT: 127 case GL_UNSIGNED_INT:
128 case GL_UNSIGNED_INT_VEC2: 128 case GL_UNSIGNED_INT_VEC2:
129 case GL_UNSIGNED_INT_VEC3: 129 case GL_UNSIGNED_INT_VEC3:
130 case GL_UNSIGNED_INT_VEC4: 130 case GL_UNSIGNED_INT_VEC4:
131 return SHADER_VARIABLE_UINT; 131 return SHADER_VARIABLE_UINT;
132 case GL_FLOAT: 132 case GL_FLOAT:
133 case GL_FLOAT_VEC2: 133 case GL_FLOAT_VEC2:
134 case GL_FLOAT_VEC3: 134 case GL_FLOAT_VEC3:
135 case GL_FLOAT_VEC4: 135 case GL_FLOAT_VEC4:
136 return SHADER_VARIABLE_FLOAT; 136 return SHADER_VARIABLE_FLOAT;
137 case GL_FLOAT_MAT2:
138 case GL_FLOAT_MAT3:
139 case GL_FLOAT_MAT4:
140 case GL_FLOAT_MAT2x3:
141 case GL_FLOAT_MAT3x2:
142 case GL_FLOAT_MAT2x4:
143 case GL_FLOAT_MAT4x2:
144 case GL_FLOAT_MAT3x4:
145 case GL_FLOAT_MAT4x3:
146 DCHECK(is_input);
147 return SHADER_VARIABLE_FLOAT;
137 default: 148 default:
138 NOTREACHED(); 149 NOTREACHED();
139 return SHADER_VARIABLE_UNDEFINED_TYPE; 150 return SHADER_VARIABLE_UNDEFINED_TYPE;
140 } 151 }
141 } 152 }
142 153
143 } // anonymous namespace. 154 } // anonymous namespace.
144 155
145 Program::UniformInfo::UniformInfo() 156 Program::UniformInfo::UniformInfo()
146 : size(0), 157 : size(0),
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289 use_count_(0), 300 use_count_(0),
290 max_attrib_name_length_(0), 301 max_attrib_name_length_(0),
291 max_uniform_name_length_(0), 302 max_uniform_name_length_(0),
292 service_id_(service_id), 303 service_id_(service_id),
293 deleted_(false), 304 deleted_(false),
294 valid_(false), 305 valid_(false),
295 link_status_(false), 306 link_status_(false),
296 uniforms_cleared_(false), 307 uniforms_cleared_(false),
297 transform_feedback_buffer_mode_(GL_NONE), 308 transform_feedback_buffer_mode_(GL_NONE),
298 fragment_output_type_mask_(0u), 309 fragment_output_type_mask_(0u),
299 fragment_output_written_mask_(0u) { 310 fragment_output_written_mask_(0u),
311 vertex_input_type_mask_(0u),
312 vertex_input_written_mask_(0u) {
300 DCHECK(manager_); 313 DCHECK(manager_);
301 manager_->StartTracking(this); 314 manager_->StartTracking(this);
302 } 315 }
303 316
304 void Program::Reset() { 317 void Program::Reset() {
305 valid_ = false; 318 valid_ = false;
306 link_status_ = false; 319 link_status_ = false;
307 max_uniform_name_length_ = 0; 320 max_uniform_name_length_ = 0;
308 max_attrib_name_length_ = 0; 321 max_attrib_name_length_ = 0;
309 attrib_infos_.clear(); 322 attrib_infos_.clear();
310 uniform_infos_.clear(); 323 uniform_infos_.clear();
311 uniform_locations_.clear(); 324 uniform_locations_.clear();
312 fragment_input_infos_.clear(); 325 fragment_input_infos_.clear();
313 fragment_input_locations_.clear(); 326 fragment_input_locations_.clear();
314 program_output_infos_.clear(); 327 program_output_infos_.clear();
315 sampler_indices_.clear(); 328 sampler_indices_.clear();
316 attrib_location_to_index_map_.clear(); 329 attrib_location_to_index_map_.clear();
317 fragment_output_type_mask_ = 0u; 330 fragment_output_type_mask_ = 0u;
318 fragment_output_written_mask_ = 0u; 331 fragment_output_written_mask_ = 0u;
332 vertex_input_type_mask_ = 0u;
333 vertex_input_written_mask_ = 0u;
319 } 334 }
320 335
321 void Program::UpdateFragmentOutputBaseTypes() { 336 void Program::UpdateFragmentOutputBaseTypes() {
322 fragment_output_type_mask_ = 0u; 337 fragment_output_type_mask_ = 0u;
323 fragment_output_written_mask_ = 0u; 338 fragment_output_written_mask_ = 0u;
324 Shader* fragment_shader = 339 Shader* fragment_shader =
325 attached_shaders_[ShaderTypeToIndex(GL_FRAGMENT_SHADER)].get(); 340 attached_shaders_[ShaderTypeToIndex(GL_FRAGMENT_SHADER)].get();
326 DCHECK(fragment_shader); 341 DCHECK(fragment_shader);
327 for (auto const& output : fragment_shader->output_variable_list()) { 342 for (auto const& output : fragment_shader->output_variable_list()) {
328 int location = output.location; 343 int location = output.location;
(...skipping 15 matching lines...) Expand all
344 // TODO(zmo): This does not work with glBindFragDataLocationIndexed. 359 // TODO(zmo): This does not work with glBindFragDataLocationIndexed.
345 // crbug.com/628010 360 // crbug.com/628010
346 // For example: 361 // For example:
347 // glBindFragDataLocationIndexed(program, loc, 0, "FragData0"); 362 // glBindFragDataLocationIndexed(program, loc, 0, "FragData0");
348 // glBindFragDataLocationIndexed(program, loc, 1, "FragData1"); 363 // glBindFragDataLocationIndexed(program, loc, 1, "FragData1");
349 // The program links OK, but both calling glGetFragDataLocation on both 364 // The program links OK, but both calling glGetFragDataLocation on both
350 // "FragData0" and "FragData1" returns 0. 365 // "FragData0" and "FragData1" returns 0.
351 int shift_bits = ii * 2; 366 int shift_bits = ii * 2;
352 fragment_output_written_mask_ |= 0x3 << shift_bits; 367 fragment_output_written_mask_ |= 0x3 << shift_bits;
353 fragment_output_type_mask_ |= 368 fragment_output_type_mask_ |=
354 FragmentOutputTypeToBaseType(output.type) << shift_bits; 369 InputOutputTypeToBaseType(false, output.type) << shift_bits;
355 } 370 }
356 } 371 }
357 } 372 }
358 373
374 void Program::UpdateVertexInputBaseTypes() {
375 vertex_input_type_mask_ = 0u;
376 vertex_input_written_mask_ = 0u;
377 for (size_t ii = 0; ii < attrib_infos_.size(); ++ii) {
Zhenyao Mo 2016/07/21 13:10:46 See, if size() > 16, your code will be wrong.
yunchao 2016/07/22 13:43:54 Acknowledged.
378 const VertexAttrib& input = attrib_infos_[ii];
379 int shift_bits = input.location * 2;
380 vertex_input_written_mask_ |= 0x3 << shift_bits;
381 vertex_input_type_mask_ |=
382 InputOutputTypeToBaseType(true, input.type) << shift_bits;
383 }
384 }
385
359 void Program::UpdateUniformBlockSizeInfo() { 386 void Program::UpdateUniformBlockSizeInfo() {
360 switch (feature_info().context_type()) { 387 switch (feature_info().context_type()) {
361 case CONTEXT_TYPE_OPENGLES2: 388 case CONTEXT_TYPE_OPENGLES2:
362 case CONTEXT_TYPE_WEBGL1: 389 case CONTEXT_TYPE_WEBGL1:
363 // Uniform blocks do not exist in ES2. 390 // Uniform blocks do not exist in ES2.
364 return; 391 return;
365 default: 392 default:
366 break; 393 break;
367 } 394 }
368 395
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616 DVLOG(1) << ii++ << ": loc = " << info.element_locations[0] 643 DVLOG(1) << ii++ << ": loc = " << info.element_locations[0]
617 << ", size = " << info.size 644 << ", size = " << info.size
618 << ", type = " << GLES2Util::GetStringEnum(info.type) 645 << ", type = " << GLES2Util::GetStringEnum(info.type)
619 << ", name = " << info.name; 646 << ", name = " << info.name;
620 } 647 }
621 } 648 }
622 649
623 UpdateFragmentInputs(); 650 UpdateFragmentInputs();
624 UpdateProgramOutputs(); 651 UpdateProgramOutputs();
625 UpdateFragmentOutputBaseTypes(); 652 UpdateFragmentOutputBaseTypes();
653 UpdateVertexInputBaseTypes();
626 UpdateUniformBlockSizeInfo(); 654 UpdateUniformBlockSizeInfo();
627 655
628 valid_ = true; 656 valid_ = true;
629 } 657 }
630 658
631 void Program::UpdateUniforms() { 659 void Program::UpdateUniforms() {
632 // Reserve each client-bound uniform location. This way unbound uniforms will 660 // Reserve each client-bound uniform location. This way unbound uniforms will
633 // not be allocated to locations that user expects bound uniforms to be, even 661 // not be allocated to locations that user expects bound uniforms to be, even
634 // if the expected uniforms are optimized away by the driver. 662 // if the expected uniforms are optimized away by the driver.
635 for (const auto& binding : bind_uniform_location_map_) { 663 for (const auto& binding : bind_uniform_location_map_) {
(...skipping 1856 matching lines...) Expand 10 before | Expand all | Expand 10 after
2492 DCHECK(program); 2520 DCHECK(program);
2493 program->ClearUniforms(&zero_); 2521 program->ClearUniforms(&zero_);
2494 } 2522 }
2495 2523
2496 int32_t ProgramManager::MakeFakeLocation(int32_t index, int32_t element) { 2524 int32_t ProgramManager::MakeFakeLocation(int32_t index, int32_t element) {
2497 return index + element * 0x10000; 2525 return index + element * 0x10000;
2498 } 2526 }
2499 2527
2500 } // namespace gles2 2528 } // namespace gles2
2501 } // namespace gpu 2529 } // namespace gpu
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