Rename ShaderImpl::mData to mState.

Makes it consistent with the other back-end types.

Bug: angleproject:5076 
Change-Id: I7a54dd4a0a54e6dc05e257b7b2ac1ec21ceea700
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2420748
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
This commit is contained in:
Jamie Madill 2020-09-20 10:51:00 -04:00 коммит произвёл Commit Bot
Родитель a25fcc579d
Коммит d13c9e78cf
12 изменённых файлов: 35 добавлений и 35 удалений

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@ -48,7 +48,7 @@ class WaitableCompileEvent : public angle::WaitableEvent
class ShaderImpl : angle::NonCopyable
{
public:
ShaderImpl(const gl::ShaderState &data) : mData(data) {}
ShaderImpl(const gl::ShaderState &state) : mState(state) {}
virtual ~ShaderImpl() {}
virtual void destroy() {}
@ -59,7 +59,7 @@ class ShaderImpl : angle::NonCopyable
virtual std::string getDebugInfo() const = 0;
const gl::ShaderState &getData() const { return mData; }
const gl::ShaderState &getState() const { return mState; }
protected:
std::shared_ptr<WaitableCompileEvent> compileImpl(const gl::Context *context,
@ -67,7 +67,7 @@ class ShaderImpl : angle::NonCopyable
const std::string &source,
ShCompileOptions compileOptions);
const gl::ShaderState &mData;
const gl::ShaderState &mState;
};
} // namespace rx

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@ -1263,7 +1263,7 @@ void DynamicHLSL::getPixelShaderOutputKey(const gl::State &data,
return;
}
const auto &shaderOutputVars = fragmentShader->getData().getActiveOutputVariables();
const auto &shaderOutputVars = fragmentShader->getState().getActiveOutputVariables();
for (size_t outputLocationIndex = 0u;
outputLocationIndex < programData.getOutputLocations().size(); ++outputLocationIndex)

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@ -524,7 +524,7 @@ bool ProgramD3DMetadata::usesCustomOutVars() const
{
const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
int version = shader ? shader->getData().getShaderVersion() : -1;
int version = shader ? shader->getState().getShaderVersion() : -1;
switch (mClientType)
{
@ -2643,7 +2643,7 @@ template <typename T>
void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo,
GLsizei count,
const T *v,
uint8_t *targetData,
uint8_t *targetState,
GLenum uniformType)
{
D3DUniform *targetUniform = mD3DUniforms[locationInfo.index];
@ -2652,7 +2652,7 @@ void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo,
if (targetUniform->typeInfo.type == uniformType)
{
T *dest = reinterpret_cast<T *>(targetData) + arrayElementOffset * 4;
T *dest = reinterpret_cast<T *>(targetState) + arrayElementOffset * 4;
const T *source = v;
for (GLint i = 0; i < count; i++, dest += 4, source += components)
@ -2663,7 +2663,7 @@ void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo,
else
{
ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType));
GLint *boolParams = reinterpret_cast<GLint *>(targetData) + arrayElementOffset * 4;
GLint *boolParams = reinterpret_cast<GLint *>(targetState) + arrayElementOffset * 4;
for (GLint i = 0; i < count; i++)
{

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@ -87,10 +87,10 @@ class WaitableCompileEventD3D final : public WaitableCompileEvent
std::shared_ptr<TranslateTaskD3D> mTranslateTask;
};
ShaderD3D::ShaderD3D(const gl::ShaderState &data,
ShaderD3D::ShaderD3D(const gl::ShaderState &state,
const angle::FeaturesD3D &features,
const gl::Extensions &extensions)
: ShaderImpl(data), mAdditionalOptions(0)
: ShaderImpl(state), mAdditionalOptions(0)
{
uncompile();
@ -117,7 +117,7 @@ ShaderD3D::ShaderD3D(const gl::ShaderState &data,
mAdditionalOptions |= SH_EMULATE_ISNAN_FLOAT_FUNCTION;
}
if (features.skipVSConstantRegisterZero.enabled &&
mData.getShaderType() == gl::ShaderType::Vertex)
mState.getShaderType() == gl::ShaderType::Vertex)
{
mAdditionalOptions |= SH_SKIP_D3D_CONSTANT_REGISTER_ZERO;
}
@ -144,7 +144,7 @@ std::string ShaderD3D::getDebugInfo() const
return "";
}
return mDebugInfo + std::string("\n// ") + gl::GetShaderTypeString(mData.getShaderType()) +
return mDebugInfo + std::string("\n// ") + gl::GetShaderTypeString(mState.getShaderType()) +
" SHADER END\n";
}
@ -263,7 +263,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderD3D::compile(const gl::Context *cont
ShCompileOptions additionalOptions = 0;
const std::string &source = mData.getSource();
const std::string &source = mState.getSource();
#if !defined(ANGLE_ENABLE_WINDOWS_UWP)
if (gl::DebugAnnotationsActive())
@ -282,7 +282,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderD3D::compile(const gl::Context *cont
// TODO(jmadill): We shouldn't need to cache this.
mCompilerOutputType = compiler->getShaderOutputType();
const std::string &translatedSource = mData.getTranslatedSource();
const std::string &translatedSource = mState.getTranslatedSource();
mUsesMultipleRenderTargets = translatedSource.find("GL_USES_MRT") != std::string::npos;
mUsesFragColor = translatedSource.find("GL_USES_FRAG_COLOR") != std::string::npos;
@ -314,7 +314,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderD3D::compile(const gl::Context *cont
mUsedImage2DFunctionNames =
GetUsedImage2DFunctionNames(sh::GetUsedImage2DFunctionNames(compilerHandle));
for (const sh::InterfaceBlock &interfaceBlock : mData.getUniformBlocks())
for (const sh::InterfaceBlock &interfaceBlock : mState.getUniformBlocks())
{
if (interfaceBlock.active)
{
@ -330,7 +330,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderD3D::compile(const gl::Context *cont
}
}
for (const sh::InterfaceBlock &interfaceBlock : mData.getShaderStorageBlocks())
for (const sh::InterfaceBlock &interfaceBlock : mState.getShaderStorageBlocks())
{
if (interfaceBlock.active)
{
@ -343,9 +343,9 @@ std::shared_ptr<WaitableCompileEvent> ShaderD3D::compile(const gl::Context *cont
}
}
mDebugInfo +=
std::string("// ") + gl::GetShaderTypeString(mData.getShaderType()) + " SHADER BEGIN\n";
mDebugInfo += "\n// GLSL BEGIN\n\n" + mData.getSource() + "\n\n// GLSL END\n\n\n";
mDebugInfo += std::string("// ") + gl::GetShaderTypeString(mState.getShaderType()) +
" SHADER BEGIN\n";
mDebugInfo += "\n// GLSL BEGIN\n\n" + mState.getSource() + "\n\n// GLSL END\n\n\n";
mDebugInfo +=
"// INITIAL HLSL BEGIN\n\n" + translatedSource + "\n// INITIAL HLSL END\n\n\n";
// Successive steps will append more info

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@ -33,7 +33,7 @@ struct D3DUniform;
class ShaderD3D : public ShaderImpl
{
public:
ShaderD3D(const gl::ShaderState &data,
ShaderD3D(const gl::ShaderState &state,
const angle::FeaturesD3D &features,
const gl::Extensions &extensions);
~ShaderD3D() override;

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@ -247,7 +247,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderGL::compile(const gl::Context *conte
ShCompileOptions additionalOptions = SH_INIT_GL_POSITION;
bool isWebGL = context->getExtensions().webglCompatibility;
if (isWebGL && (mData.getShaderType() != gl::ShaderType::Compute))
if (isWebGL && (mState.getShaderType() != gl::ShaderType::Compute))
{
additionalOptions |= SH_INIT_OUTPUT_VARIABLES;
}
@ -374,7 +374,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderGL::compile(const gl::Context *conte
auto workerThreadPool = context->getWorkerThreadPool();
const std::string &source = mData.getSource();
const std::string &source = mState.getSource();
auto postTranslateFunctor = [this](std::string *infoLog) {
if (mCompileStatus == GL_FALSE)
@ -437,7 +437,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderGL::compile(const gl::Context *conte
std::string ShaderGL::getDebugInfo() const
{
return mData.getTranslatedSource();
return mState.getTranslatedSource();
}
GLuint ShaderGL::getShaderID() const

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@ -19,7 +19,7 @@ enum class MultiviewImplementationTypeGL;
class ShaderGL : public ShaderImpl
{
public:
ShaderGL(const gl::ShaderState &data,
ShaderGL(const gl::ShaderState &state,
GLuint shaderID,
MultiviewImplementationTypeGL multiviewImplementationType,
const std::shared_ptr<RendererGL> &renderer);

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@ -19,7 +19,7 @@ namespace rx
class ShaderMtl : public ShaderImpl
{
public:
ShaderMtl(const gl::ShaderState &data);
ShaderMtl(const gl::ShaderState &state);
~ShaderMtl() override;
std::shared_ptr<WaitableCompileEvent> compile(const gl::Context *context,

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@ -16,7 +16,7 @@
namespace rx
{
ShaderMtl::ShaderMtl(const gl::ShaderState &data) : ShaderImpl(data) {}
ShaderMtl::ShaderMtl(const gl::ShaderState &state) : ShaderImpl(state) {}
ShaderMtl::~ShaderMtl() {}
@ -27,19 +27,19 @@ std::shared_ptr<WaitableCompileEvent> ShaderMtl::compile(const gl::Context *cont
ShCompileOptions compileOptions = SH_INITIALIZE_UNINITIALIZED_LOCALS;
bool isWebGL = context->getExtensions().webglCompatibility;
if (isWebGL && mData.getShaderType() != gl::ShaderType::Compute)
if (isWebGL && mState.getShaderType() != gl::ShaderType::Compute)
{
compileOptions |= SH_INIT_OUTPUT_VARIABLES;
}
compileOptions |= SH_CLAMP_POINT_SIZE;
return compileImpl(context, compilerInstance, mData.getSource(), compileOptions | options);
return compileImpl(context, compilerInstance, mState.getSource(), compileOptions | options);
}
std::string ShaderMtl::getDebugInfo() const
{
return mData.getTranslatedSource();
return mState.getTranslatedSource();
}
} // namespace rx

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@ -23,7 +23,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderNULL::compile(const gl::Context *con
gl::ShCompilerInstance *compilerInstance,
ShCompileOptions options)
{
return compileImpl(context, compilerInstance, mData.getSource(), options);
return compileImpl(context, compilerInstance, mState.getSource(), options);
}
std::string ShaderNULL::getDebugInfo() const

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@ -17,7 +17,7 @@
namespace rx
{
ShaderVk::ShaderVk(const gl::ShaderState &data) : ShaderImpl(data) {}
ShaderVk::ShaderVk(const gl::ShaderState &state) : ShaderImpl(state) {}
ShaderVk::~ShaderVk() {}
@ -37,7 +37,7 @@ std::shared_ptr<WaitableCompileEvent> ShaderVk::compile(const gl::Context *conte
// Extra initialization in spirv shader may affect performance.
compileOptions |= SH_INITIALIZE_UNINITIALIZED_LOCALS;
if (mData.getShaderType() != gl::ShaderType::Compute)
if (mState.getShaderType() != gl::ShaderType::Compute)
{
compileOptions |= SH_INIT_OUTPUT_VARIABLES;
}
@ -78,12 +78,12 @@ std::shared_ptr<WaitableCompileEvent> ShaderVk::compile(const gl::Context *conte
compileOptions |= SH_ADD_PRE_ROTATION;
}
return compileImpl(context, compilerInstance, mData.getSource(), compileOptions | options);
return compileImpl(context, compilerInstance, mState.getSource(), compileOptions | options);
}
std::string ShaderVk::getDebugInfo() const
{
return mData.getTranslatedSource();
return mState.getTranslatedSource();
}
} // namespace rx

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@ -18,7 +18,7 @@ namespace rx
class ShaderVk : public ShaderImpl
{
public:
ShaderVk(const gl::ShaderState &data);
ShaderVk(const gl::ShaderState &state);
~ShaderVk() override;
std::shared_ptr<WaitableCompileEvent> compile(const gl::Context *context,