GLES1: Hard code integer values in the ubershader

This CL continues the process of removing uniform values from
the GLES1 ubershader to increase speed on mobile platforms.
The first phase removed bools 2091451e.

We've identified integers (enums) as providing the biggest bang for
buck to optimize speed while having acceptable program generation.
Allowing floats as well proved too much specialization.  Many GLES1
conformance tests would grind to a halt while providing little to no
benefit to app traces.

This CL does the following:
* Create a GLES1ShaderState class that contains hashable data
* Populate it with all states influencing ubershader generation
* Hash the class to perform the lookup of existing programs

Frame times on Android ARM with locked GPU clocks:

Trace                Before    After
dr_driving:          4.2986 -> 0.8155
sonic_the_hedgehog:  2.8223 -> 0.6254
summoners_war:      15.9810 -> 2.3937
wordscapes:          7.6167 -> 1.1496
zillow:              2.9368 -> 1.9318

Test: end2end, perftests, gles1_conformance
Bug: angleproject:6644
Change-Id: I060280e282d7b514d3e410c4f8c5e09659e85d3b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3280355
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Lingfeng Yang <lfy@google.com>
Commit-Queue: Cody Northrop <cnorthrop@google.com>
This commit is contained in:
Cody Northrop 2021-11-18 20:15:31 -07:00 коммит произвёл Angle LUCI CQ
Родитель 0d67a4fa9f
Коммит f44a6fd2a6
4 изменённых файлов: 433 добавлений и 340 удалений

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@ -13,6 +13,7 @@
#include <sstream> #include <sstream>
#include <vector> #include <vector>
#include "common/hash_utils.h"
#include "libANGLE/Context.h" #include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h" #include "libANGLE/Context.inl.h"
#include "libANGLE/Program.h" #include "libANGLE/Program.h"
@ -28,6 +29,26 @@ namespace
namespace gl namespace gl
{ {
GLES1ShaderState::GLES1ShaderState() = default;
GLES1ShaderState::~GLES1ShaderState() = default;
GLES1ShaderState::GLES1ShaderState(const GLES1ShaderState &other)
{
memcpy(this, &other, sizeof(GLES1ShaderState));
}
bool operator==(const GLES1ShaderState &a, const GLES1ShaderState &b)
{
return memcmp(&a, &b, sizeof(GLES1ShaderState)) == 0;
}
bool operator!=(const GLES1ShaderState &a, const GLES1ShaderState &b)
{
return !(a == b);
}
size_t GLES1ShaderState::hash() const
{
return angle::ComputeGenericHash(*this);
}
GLES1Renderer::GLES1Renderer() : mRendererProgramInitialized(false) {} GLES1Renderer::GLES1Renderer() : mRendererProgramInitialized(false) {}
@ -37,10 +58,10 @@ void GLES1Renderer::onDestroy(Context *context, State *state)
{ {
(void)state->setProgram(context, 0); (void)state->setProgram(context, 0);
for (const auto &iter : mProgramStates) for (const auto &iter : mUberShaderState)
{ {
const GLES1ProgramState &programState = iter.second; const GLES1UberShaderState &UberShaderState = iter.second;
mShaderPrograms->deleteProgram(context, {programState.program}); mShaderPrograms->deleteProgram(context, {UberShaderState.programState.program});
} }
mShaderPrograms->release(context); mShaderPrograms->release(context);
mShaderPrograms = nullptr; mShaderPrograms = nullptr;
@ -54,13 +75,9 @@ angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context
{ {
GLES1State &gles1State = glState->gles1(); GLES1State &gles1State = glState->gles1();
std::array<bool, kTexUnitCount> tex2DEnables; GLES1ShaderState::BoolTexArray &tex2DEnables = mShaderState.tex2DEnables;
std::array<bool, kTexUnitCount> texCubeEnables; GLES1ShaderState::BoolTexArray &texCubeEnables = mShaderState.texCubeEnables;
GLES1ShaderState::IntTexArray &tex2DFormats = mShaderState.tex2DFormats;
std::vector<int> tex2DFormats = {GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA};
std::array<Vec4Uniform, kTexUnitCount> texCropRects;
Vec4Uniform *cropRectBuffer = texCropRects.data();
for (int i = 0; i < kTexUnitCount; i++) for (int i = 0; i < kTexUnitCount; i++)
{ {
@ -91,7 +108,121 @@ angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context
{ {
tex2DFormats[i] = gl::GetUnsizedFormat( tex2DFormats[i] = gl::GetUnsizedFormat(
curr2DTexture->getFormat(TextureTarget::_2D, 0).info->internalFormat); curr2DTexture->getFormat(TextureTarget::_2D, 0).info->internalFormat);
}
}
GLES1ShaderState::IntTexArray &texEnvModes = mShaderState.texEnvModes;
GLES1ShaderState::IntTexArray &texCombineRgbs = mShaderState.texCombineRgbs;
GLES1ShaderState::IntTexArray &texCombineAlphas = mShaderState.texCombineAlphas;
GLES1ShaderState::IntTexArray &texCombineSrc0Rgbs = mShaderState.texCombineSrc0Rgbs;
GLES1ShaderState::IntTexArray &texCombineSrc0Alphas = mShaderState.texCombineSrc0Alphas;
GLES1ShaderState::IntTexArray &texCombineSrc1Rgbs = mShaderState.texCombineSrc1Rgbs;
GLES1ShaderState::IntTexArray &texCombineSrc1Alphas = mShaderState.texCombineSrc1Alphas;
GLES1ShaderState::IntTexArray &texCombineSrc2Rgbs = mShaderState.texCombineSrc2Rgbs;
GLES1ShaderState::IntTexArray &texCombineSrc2Alphas = mShaderState.texCombineSrc2Alphas;
GLES1ShaderState::IntTexArray &texCombineOp0Rgbs = mShaderState.texCombineOp0Rgbs;
GLES1ShaderState::IntTexArray &texCombineOp0Alphas = mShaderState.texCombineOp0Alphas;
GLES1ShaderState::IntTexArray &texCombineOp1Rgbs = mShaderState.texCombineOp1Rgbs;
GLES1ShaderState::IntTexArray &texCombineOp1Alphas = mShaderState.texCombineOp1Alphas;
GLES1ShaderState::IntTexArray &texCombineOp2Rgbs = mShaderState.texCombineOp2Rgbs;
GLES1ShaderState::IntTexArray &texCombineOp2Alphas = mShaderState.texCombineOp2Alphas;
if (gles1State.isDirty(GLES1State::DIRTY_GLES1_TEXTURE_ENVIRONMENT))
{
for (int i = 0; i < kTexUnitCount; i++)
{
const auto &env = gles1State.textureEnvironment(i);
texEnvModes[i] = ToGLenum(env.mode);
texCombineRgbs[i] = ToGLenum(env.combineRgb);
texCombineAlphas[i] = ToGLenum(env.combineAlpha);
texCombineSrc0Rgbs[i] = ToGLenum(env.src0Rgb);
texCombineSrc0Alphas[i] = ToGLenum(env.src0Alpha);
texCombineSrc1Rgbs[i] = ToGLenum(env.src1Rgb);
texCombineSrc1Alphas[i] = ToGLenum(env.src1Alpha);
texCombineSrc2Rgbs[i] = ToGLenum(env.src2Rgb);
texCombineSrc2Alphas[i] = ToGLenum(env.src2Alpha);
texCombineOp0Rgbs[i] = ToGLenum(env.op0Rgb);
texCombineOp0Alphas[i] = ToGLenum(env.op0Alpha);
texCombineOp1Rgbs[i] = ToGLenum(env.op1Rgb);
texCombineOp1Alphas[i] = ToGLenum(env.op1Alpha);
texCombineOp2Rgbs[i] = ToGLenum(env.op2Rgb);
texCombineOp2Alphas[i] = ToGLenum(env.op2Alpha);
}
}
bool enableClipPlanes = false;
GLES1ShaderState::BoolClipPlaneArray &clipPlaneEnables = mShaderState.clipPlaneEnables;
for (int i = 0; i < kClipPlaneCount; i++)
{
clipPlaneEnables[i] = glState->getEnableFeature(GL_CLIP_PLANE0 + i);
enableClipPlanes = enableClipPlanes || clipPlaneEnables[i];
}
mShaderState.mGLES1StateEnabled[GLES1StateEnables::ClipPlanes] = enableClipPlanes;
mShaderState.mGLES1StateEnabled[GLES1StateEnables::DrawTexture] = mDrawTextureEnabled;
mShaderState.mGLES1StateEnabled[GLES1StateEnables::PointRasterization] =
mode == PrimitiveMode::Points;
mShaderState.mGLES1StateEnabled[GLES1StateEnables::ShadeModelFlat] =
gles1State.mShadeModel == ShadingModel::Flat;
mShaderState.mGLES1StateEnabled[GLES1StateEnables::AlphaTest] =
glState->getEnableFeature(GL_ALPHA_TEST);
mShaderState.mGLES1StateEnabled[GLES1StateEnables::Lighting] =
glState->getEnableFeature(GL_LIGHTING);
mShaderState.mGLES1StateEnabled[GLES1StateEnables::RescaleNormal] =
glState->getEnableFeature(GL_RESCALE_NORMAL);
mShaderState.mGLES1StateEnabled[GLES1StateEnables::Normalize] =
glState->getEnableFeature(GL_NORMALIZE);
mShaderState.mGLES1StateEnabled[GLES1StateEnables::Fog] = glState->getEnableFeature(GL_FOG);
mShaderState.mGLES1StateEnabled[GLES1StateEnables::PointSprite] =
glState->getEnableFeature(GL_POINT_SPRITE_OES);
mShaderState.mGLES1StateEnabled[GLES1StateEnables::ColorMaterial] =
glState->getEnableFeature(GL_COLOR_MATERIAL);
// TODO (lfy@google.com): Implement two-sided lighting model (lightModel.twoSided)
mShaderState.mGLES1StateEnabled[GLES1StateEnables::LightModelTwoSided] = false;
GLES1ShaderState::BoolTexArray &pointSpriteCoordReplaces =
mShaderState.pointSpriteCoordReplaces;
for (int i = 0; i < kTexUnitCount; i++)
{
const auto &env = gles1State.textureEnvironment(i);
pointSpriteCoordReplaces[i] = env.pointSpriteCoordReplace;
}
GLES1ShaderState::BoolLightArray &lightEnables = mShaderState.lightEnables;
for (int i = 0; i < kLightCount; i++)
{
const auto &light = gles1State.mLights[i];
lightEnables[i] = light.enabled;
}
mShaderState.alphaTestFunc = gles1State.mAlphaTestFunc;
mShaderState.fogMode = gles1State.fogParameters().mode;
// All the states set before this spot affect ubershader creation
ANGLE_TRY(initializeRendererProgram(context, glState));
GLES1UberShaderState UberShaderState = getUberShaderState();
const GLES1ProgramState &programState = UberShaderState.programState;
GLES1UniformBuffers &uniformBuffers = UberShaderState.uniformBuffers;
Program *programObject = getProgram(programState.program);
// If anything is dirty in gles1 or the common parts of gles1/2, just redo these parts
// completely for now.
// Feature enables
// Texture unit enables and format info
std::array<Vec4Uniform, kTexUnitCount> texCropRects;
Vec4Uniform *cropRectBuffer = texCropRects.data();
for (int i = 0; i < kTexUnitCount; i++)
{
Texture *curr2DTexture = glState->getSamplerTexture(i, TextureType::_2D);
if (curr2DTexture)
{
const gl::Rectangle &cropRect = curr2DTexture->getCrop(); const gl::Rectangle &cropRect = curr2DTexture->getCrop();
GLfloat textureWidth = GLfloat textureWidth =
@ -108,97 +239,8 @@ angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context
} }
} }
} }
mGLES1StateEnabled[GLES1StateEnables::Tex2d0] = tex2DEnables[0];
mGLES1StateEnabled[GLES1StateEnables::Tex2d1] = tex2DEnables[1];
mGLES1StateEnabled[GLES1StateEnables::Tex2d2] = tex2DEnables[2];
mGLES1StateEnabled[GLES1StateEnables::Tex2d3] = tex2DEnables[3];
mGLES1StateEnabled[GLES1StateEnables::TexCube0] = texCubeEnables[0];
mGLES1StateEnabled[GLES1StateEnables::TexCube1] = texCubeEnables[1];
mGLES1StateEnabled[GLES1StateEnables::TexCube2] = texCubeEnables[2];
mGLES1StateEnabled[GLES1StateEnables::TexCube3] = texCubeEnables[3];
bool enableClipPlanes = false;
bool clipPlaneEnables[kClipPlaneCount];
for (int i = 0; i < kClipPlaneCount; i++)
{
clipPlaneEnables[i] = glState->getEnableFeature(GL_CLIP_PLANE0 + i);
enableClipPlanes = enableClipPlanes || clipPlaneEnables[i];
}
mGLES1StateEnabled[GLES1StateEnables::ClipPlanes] = enableClipPlanes;
mGLES1StateEnabled[GLES1StateEnables::DrawTexture] = mDrawTextureEnabled;
mGLES1StateEnabled[GLES1StateEnables::PointRasterization] = mode == PrimitiveMode::Points;
mGLES1StateEnabled[GLES1StateEnables::ShadeModelFlat] =
gles1State.mShadeModel == ShadingModel::Flat;
mGLES1StateEnabled[GLES1StateEnables::AlphaTest] = glState->getEnableFeature(GL_ALPHA_TEST);
mGLES1StateEnabled[GLES1StateEnables::Lighting] = glState->getEnableFeature(GL_LIGHTING);
mGLES1StateEnabled[GLES1StateEnables::RescaleNormal] =
glState->getEnableFeature(GL_RESCALE_NORMAL);
mGLES1StateEnabled[GLES1StateEnables::Normalize] = glState->getEnableFeature(GL_NORMALIZE);
mGLES1StateEnabled[GLES1StateEnables::Fog] = glState->getEnableFeature(GL_FOG);
mGLES1StateEnabled[GLES1StateEnables::PointSprite] =
glState->getEnableFeature(GL_POINT_SPRITE_OES);
mGLES1StateEnabled[GLES1StateEnables::ColorMaterial] =
glState->getEnableFeature(GL_COLOR_MATERIAL);
// TODO (lfy@google.com): Implement two-sided lighting model (lightModel.twoSided)
mGLES1StateEnabled[GLES1StateEnables::LightModelTwoSided] = false;
bool pointSpriteCoordReplaces[kTexUnitCount];
for (int i = 0; i < kTexUnitCount; i++)
{
const auto &env = gles1State.textureEnvironment(i);
pointSpriteCoordReplaces[i] = env.pointSpriteCoordReplace;
}
mGLES1StateEnabled[GLES1StateEnables::PointSpriteCoordReplaces0] = pointSpriteCoordReplaces[0];
mGLES1StateEnabled[GLES1StateEnables::PointSpriteCoordReplaces1] = pointSpriteCoordReplaces[1];
mGLES1StateEnabled[GLES1StateEnables::PointSpriteCoordReplaces2] = pointSpriteCoordReplaces[2];
mGLES1StateEnabled[GLES1StateEnables::PointSpriteCoordReplaces3] = pointSpriteCoordReplaces[3];
bool lightEnables[kLightCount];
for (int i = 0; i < kLightCount; i++)
{
const auto &light = gles1State.mLights[i];
lightEnables[i] = light.enabled;
}
mGLES1StateEnabled[GLES1StateEnables::Light0] = lightEnables[0];
mGLES1StateEnabled[GLES1StateEnables::Light1] = lightEnables[1];
mGLES1StateEnabled[GLES1StateEnables::Light2] = lightEnables[2];
mGLES1StateEnabled[GLES1StateEnables::Light3] = lightEnables[3];
mGLES1StateEnabled[GLES1StateEnables::Light4] = lightEnables[4];
mGLES1StateEnabled[GLES1StateEnables::Light5] = lightEnables[5];
mGLES1StateEnabled[GLES1StateEnables::Light6] = lightEnables[6];
mGLES1StateEnabled[GLES1StateEnables::Light7] = lightEnables[7];
mGLES1StateEnabled[GLES1StateEnables::ClipPlane0] = clipPlaneEnables[0];
mGLES1StateEnabled[GLES1StateEnables::ClipPlane1] = clipPlaneEnables[1];
mGLES1StateEnabled[GLES1StateEnables::ClipPlane2] = clipPlaneEnables[2];
mGLES1StateEnabled[GLES1StateEnables::ClipPlane3] = clipPlaneEnables[3];
mGLES1StateEnabled[GLES1StateEnables::ClipPlane4] = clipPlaneEnables[4];
mGLES1StateEnabled[GLES1StateEnables::ClipPlane5] = clipPlaneEnables[5];
ANGLE_TRY(initializeRendererProgram(context, glState));
uint64_t stateEnables = mGLES1StateEnabled.to_ulong();
const GLES1ProgramState &programState = mProgramStates[stateEnables];
Program *programObject = getProgram(programState.program);
GLES1UniformBuffers &uniformBuffers = mUniformBuffers[stateEnables];
// If anything is dirty in gles1 or the common parts of gles1/2, just redo these parts
// completely for now.
// Feature enables
// Texture unit enables and format info
{
setUniform1iv(context, programObject, programState.textureFormatLoc, kTexUnitCount,
tex2DFormats.data());
setUniform4fv(programObject, programState.drawTextureNormalizedCropRectLoc, kTexUnitCount, setUniform4fv(programObject, programState.drawTextureNormalizedCropRectLoc, kTexUnitCount,
reinterpret_cast<GLfloat *>(cropRectBuffer)); reinterpret_cast<GLfloat *>(cropRectBuffer));
}
// Client state / current vector enables // Client state / current vector enables
if (gles1State.isDirty(GLES1State::DIRTY_GLES1_CLIENT_STATE_ENABLE) || if (gles1State.isDirty(GLES1State::DIRTY_GLES1_CLIENT_STATE_ENABLE) ||
@ -266,24 +308,6 @@ angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context
{ {
const auto &env = gles1State.textureEnvironment(i); const auto &env = gles1State.textureEnvironment(i);
uniformBuffers.texEnvModes[i] = ToGLenum(env.mode);
uniformBuffers.texCombineRgbs[i] = ToGLenum(env.combineRgb);
uniformBuffers.texCombineAlphas[i] = ToGLenum(env.combineAlpha);
uniformBuffers.texCombineSrc0Rgbs[i] = ToGLenum(env.src0Rgb);
uniformBuffers.texCombineSrc0Alphas[i] = ToGLenum(env.src0Alpha);
uniformBuffers.texCombineSrc1Rgbs[i] = ToGLenum(env.src1Rgb);
uniformBuffers.texCombineSrc1Alphas[i] = ToGLenum(env.src1Alpha);
uniformBuffers.texCombineSrc2Rgbs[i] = ToGLenum(env.src2Rgb);
uniformBuffers.texCombineSrc2Alphas[i] = ToGLenum(env.src2Alpha);
uniformBuffers.texCombineOp0Rgbs[i] = ToGLenum(env.op0Rgb);
uniformBuffers.texCombineOp0Alphas[i] = ToGLenum(env.op0Alpha);
uniformBuffers.texCombineOp1Rgbs[i] = ToGLenum(env.op1Rgb);
uniformBuffers.texCombineOp1Alphas[i] = ToGLenum(env.op1Alpha);
uniformBuffers.texCombineOp2Rgbs[i] = ToGLenum(env.op2Rgb);
uniformBuffers.texCombineOp2Alphas[i] = ToGLenum(env.op2Alpha);
uniformBuffers.texEnvColors[i][0] = env.color.red; uniformBuffers.texEnvColors[i][0] = env.color.red;
uniformBuffers.texEnvColors[i][1] = env.color.green; uniformBuffers.texEnvColors[i][1] = env.color.green;
uniformBuffers.texEnvColors[i][2] = env.color.blue; uniformBuffers.texEnvColors[i][2] = env.color.blue;
@ -293,39 +317,6 @@ angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context
uniformBuffers.texEnvAlphaScales[i] = env.alphaScale; uniformBuffers.texEnvAlphaScales[i] = env.alphaScale;
} }
setUniform1iv(context, programObject, programState.textureEnvModeLoc, kTexUnitCount,
uniformBuffers.texEnvModes.data());
setUniform1iv(context, programObject, programState.combineRgbLoc, kTexUnitCount,
uniformBuffers.texCombineRgbs.data());
setUniform1iv(context, programObject, programState.combineAlphaLoc, kTexUnitCount,
uniformBuffers.texCombineAlphas.data());
setUniform1iv(context, programObject, programState.src0rgbLoc, kTexUnitCount,
uniformBuffers.texCombineSrc0Rgbs.data());
setUniform1iv(context, programObject, programState.src0alphaLoc, kTexUnitCount,
uniformBuffers.texCombineSrc0Alphas.data());
setUniform1iv(context, programObject, programState.src1rgbLoc, kTexUnitCount,
uniformBuffers.texCombineSrc1Rgbs.data());
setUniform1iv(context, programObject, programState.src1alphaLoc, kTexUnitCount,
uniformBuffers.texCombineSrc1Alphas.data());
setUniform1iv(context, programObject, programState.src2rgbLoc, kTexUnitCount,
uniformBuffers.texCombineSrc2Rgbs.data());
setUniform1iv(context, programObject, programState.src2alphaLoc, kTexUnitCount,
uniformBuffers.texCombineSrc2Alphas.data());
setUniform1iv(context, programObject, programState.op0rgbLoc, kTexUnitCount,
uniformBuffers.texCombineOp0Rgbs.data());
setUniform1iv(context, programObject, programState.op0alphaLoc, kTexUnitCount,
uniformBuffers.texCombineOp0Alphas.data());
setUniform1iv(context, programObject, programState.op1rgbLoc, kTexUnitCount,
uniformBuffers.texCombineOp1Rgbs.data());
setUniform1iv(context, programObject, programState.op1alphaLoc, kTexUnitCount,
uniformBuffers.texCombineOp1Alphas.data());
setUniform1iv(context, programObject, programState.op2rgbLoc, kTexUnitCount,
uniformBuffers.texCombineOp2Rgbs.data());
setUniform1iv(context, programObject, programState.op2alphaLoc, kTexUnitCount,
uniformBuffers.texCombineOp2Alphas.data());
setUniform4fv(programObject, programState.textureEnvColorLoc, kTexUnitCount, setUniform4fv(programObject, programState.textureEnvColorLoc, kTexUnitCount,
reinterpret_cast<float *>(uniformBuffers.texEnvColors.data())); reinterpret_cast<float *>(uniformBuffers.texEnvColors.data()));
setUniform1fv(programObject, programState.rgbScaleLoc, kTexUnitCount, setUniform1fv(programObject, programState.rgbScaleLoc, kTexUnitCount,
@ -337,8 +328,6 @@ angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context
// Alpha test // Alpha test
if (gles1State.isDirty(GLES1State::DIRTY_GLES1_ALPHA_TEST)) if (gles1State.isDirty(GLES1State::DIRTY_GLES1_ALPHA_TEST))
{ {
setUniform1i(context, programObject, programState.alphaFuncLoc,
ToGLenum(gles1State.mAlphaTestFunc));
setUniform1f(programObject, programState.alphaTestRefLoc, gles1State.mAlphaTestRef); setUniform1f(programObject, programState.alphaTestRefLoc, gles1State.mAlphaTestRef);
} }
@ -407,7 +396,6 @@ angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context
if (gles1State.isDirty(GLES1State::DIRTY_GLES1_FOG)) if (gles1State.isDirty(GLES1State::DIRTY_GLES1_FOG))
{ {
const FogParameters &fog = gles1State.fogParameters(); const FogParameters &fog = gles1State.fogParameters();
setUniform1i(context, programObject, programState.fogModeLoc, ToGLenum(fog.mode));
setUniform1f(programObject, programState.fogDensityLoc, fog.density); setUniform1f(programObject, programState.fogDensityLoc, fog.density);
setUniform1f(programObject, programState.fogStartLoc, fog.start); setUniform1f(programObject, programState.fogStartLoc, fog.start);
setUniform1f(programObject, programState.fogEndLoc, fog.end); setUniform1f(programObject, programState.fogEndLoc, fog.end);
@ -634,7 +622,7 @@ angle::Result GLES1Renderer::linkProgram(Context *context,
const char *GLES1Renderer::getShaderBool(GLES1StateEnables state) const char *GLES1Renderer::getShaderBool(GLES1StateEnables state)
{ {
if (mGLES1StateEnabled[state]) if (mShaderState.mGLES1StateEnabled[state])
{ {
return "true"; return "true";
} }
@ -652,6 +640,83 @@ void GLES1Renderer::addShaderDefine(std::stringstream &outStream,
outStream << "#define " << enableString << " " << getShaderBool(state); outStream << "#define " << enableString << " " << getShaderBool(state);
} }
void GLES1Renderer::addShaderInt(std::stringstream &outStream, const char *name, int value)
{
outStream << "\n";
outStream << "const int " << name << " = " << value << ";";
}
void GLES1Renderer::addShaderIntTexArray(std::stringstream &outStream,
const char *texString,
GLES1ShaderState::IntTexArray &texState)
{
outStream << "\n";
outStream << "const int " << texString << "[kMaxTexUnits] = int[kMaxTexUnits](";
for (int i = 0; i < kTexUnitCount; i++)
{
if (i != 0)
{
outStream << ", ";
}
outStream << texState[i];
}
outStream << ");";
}
void GLES1Renderer::addShaderBoolTexArray(std::stringstream &outStream,
const char *name,
GLES1ShaderState::BoolTexArray &value)
{
outStream << std::boolalpha;
outStream << "\n";
outStream << "bool " << name << "[kMaxTexUnits] = bool[kMaxTexUnits](";
for (int i = 0; i < kTexUnitCount; i++)
{
if (i != 0)
{
outStream << ", ";
}
outStream << value[i];
}
outStream << ");";
}
void GLES1Renderer::addShaderBoolLightArray(std::stringstream &outStream,
const char *name,
GLES1ShaderState::BoolLightArray &value)
{
outStream << std::boolalpha;
outStream << "\n";
outStream << "bool " << name << "[kMaxLights] = bool[kMaxLights](";
for (int i = 0; i < kLightCount; i++)
{
if (i != 0)
{
outStream << ", ";
}
outStream << value[i];
}
outStream << ");";
}
void GLES1Renderer::addShaderBoolClipPlaneArray(std::stringstream &outStream,
const char *name,
GLES1ShaderState::BoolClipPlaneArray &value)
{
outStream << std::boolalpha;
outStream << "\n";
outStream << "bool " << name << "[kMaxClipPlanes] = bool[kMaxClipPlanes](";
for (int i = 0; i < kClipPlaneCount; i++)
{
if (i != 0)
{
outStream << ", ";
}
outStream << value[i];
}
outStream << ");";
}
void GLES1Renderer::addVertexShaderDefs(std::stringstream &outStream) void GLES1Renderer::addVertexShaderDefs(std::stringstream &outStream)
{ {
addShaderDefine(outStream, GLES1StateEnables::DrawTexture, "enable_draw_texture"); addShaderDefine(outStream, GLES1StateEnables::DrawTexture, "enable_draw_texture");
@ -674,60 +739,82 @@ void GLES1Renderer::addFragmentShaderDefs(std::stringstream &outStream)
addShaderDefine(outStream, GLES1StateEnables::LightModelTwoSided, "light_model_two_sided"); addShaderDefine(outStream, GLES1StateEnables::LightModelTwoSided, "light_model_two_sided");
// bool enable_texture_2d[kMaxTexUnits] = bool[kMaxTexUnits](...); // bool enable_texture_2d[kMaxTexUnits] = bool[kMaxTexUnits](...);
outStream << "\n"; addShaderBoolTexArray(outStream, "enable_texture_2d", mShaderState.tex2DEnables);
outStream << "bool enable_texture_2d[kMaxTexUnits] = bool[kMaxTexUnits]("
<< getShaderBool(GLES1StateEnables::Tex2d0) << ", "
<< getShaderBool(GLES1StateEnables::Tex2d1) << ", "
<< getShaderBool(GLES1StateEnables::Tex2d2) << ", "
<< getShaderBool(GLES1StateEnables::Tex2d3) << ");";
// bool enable_texture_cube_map[kMaxTexUnits] = bool[kMaxTexUnits](...); // bool enable_texture_cube_map[kMaxTexUnits] = bool[kMaxTexUnits](...);
outStream << "\n"; addShaderBoolTexArray(outStream, "enable_texture_cube_map", mShaderState.texCubeEnables);
outStream << "bool enable_texture_cube_map[kMaxTexUnits] = bool[kMaxTexUnits]("
<< getShaderBool(GLES1StateEnables::TexCube0) << ", " // int texture_format[kMaxTexUnits] = int[kMaxTexUnits](...);
<< getShaderBool(GLES1StateEnables::TexCube1) << ", " addShaderIntTexArray(outStream, "texture_format", mShaderState.tex2DFormats);
<< getShaderBool(GLES1StateEnables::TexCube2) << ", "
<< getShaderBool(GLES1StateEnables::TexCube3) << ");";
// bool point_sprite_coord_replace[kMaxTexUnits] = bool[kMaxTexUnits](...); // bool point_sprite_coord_replace[kMaxTexUnits] = bool[kMaxTexUnits](...);
outStream << "\n"; addShaderBoolTexArray(outStream, "point_sprite_coord_replace",
outStream << "bool point_sprite_coord_replace[kMaxTexUnits] = bool[kMaxTexUnits](" mShaderState.pointSpriteCoordReplaces);
<< getShaderBool(GLES1StateEnables::PointSpriteCoordReplaces0) << ", "
<< getShaderBool(GLES1StateEnables::PointSpriteCoordReplaces1) << ", "
<< getShaderBool(GLES1StateEnables::PointSpriteCoordReplaces2) << ", "
<< getShaderBool(GLES1StateEnables::PointSpriteCoordReplaces3) << ");";
// bool light_enables[kMaxLights] = bool[kMaxLights](...); // bool light_enables[kMaxLights] = bool[kMaxLights](...);
outStream << "\n"; addShaderBoolLightArray(outStream, "light_enables", mShaderState.lightEnables);
outStream << "bool light_enables[kMaxLights] = bool[kMaxLights]("
<< getShaderBool(GLES1StateEnables::Light0) << ", "
<< getShaderBool(GLES1StateEnables::Light1) << ", "
<< getShaderBool(GLES1StateEnables::Light2) << ", "
<< getShaderBool(GLES1StateEnables::Light3) << ", "
<< getShaderBool(GLES1StateEnables::Light4) << ", "
<< getShaderBool(GLES1StateEnables::Light5) << ", "
<< getShaderBool(GLES1StateEnables::Light6) << ", "
<< getShaderBool(GLES1StateEnables::Light7) << ");";
// bool clip_plane_enables[kMaxClipPlanes] = bool[kMaxClipPlanes]( // bool clip_plane_enables[kMaxClipPlanes] = bool[kMaxClipPlanes](...);
outStream << "\n"; addShaderBoolClipPlaneArray(outStream, "clip_plane_enables", mShaderState.clipPlaneEnables);
outStream << "bool clip_plane_enables[kMaxClipPlanes] = bool[kMaxClipPlanes]("
<< getShaderBool(GLES1StateEnables::ClipPlane0) << ", " // int texture_format[kMaxTexUnits] = int[kMaxTexUnits](...);
<< getShaderBool(GLES1StateEnables::ClipPlane1) << ", " addShaderIntTexArray(outStream, "texture_env_mode", mShaderState.texEnvModes);
<< getShaderBool(GLES1StateEnables::ClipPlane2) << ", "
<< getShaderBool(GLES1StateEnables::ClipPlane3) << ", " // int combine_rgb[kMaxTexUnits];
<< getShaderBool(GLES1StateEnables::ClipPlane4) << ", " addShaderIntTexArray(outStream, "combine_rgb", mShaderState.texCombineRgbs);
<< getShaderBool(GLES1StateEnables::ClipPlane5) << ");";
// int combine_alpha[kMaxTexUnits];
addShaderIntTexArray(outStream, "combine_alpha", mShaderState.texCombineAlphas);
// int src0_rgb[kMaxTexUnits];
addShaderIntTexArray(outStream, "src0_rgb", mShaderState.texCombineSrc0Rgbs);
// int src0_alpha[kMaxTexUnits];
addShaderIntTexArray(outStream, "src0_alpha", mShaderState.texCombineSrc0Alphas);
// int src1_rgb[kMaxTexUnits];
addShaderIntTexArray(outStream, "src1_rgb", mShaderState.texCombineSrc1Rgbs);
// int src1_alpha[kMaxTexUnits];
addShaderIntTexArray(outStream, "src1_alpha", mShaderState.texCombineSrc1Alphas);
// int src2_rgb[kMaxTexUnits];
addShaderIntTexArray(outStream, "src2_rgb", mShaderState.texCombineSrc2Rgbs);
// int src2_alpha[kMaxTexUnits];
addShaderIntTexArray(outStream, "src2_alpha", mShaderState.texCombineSrc2Alphas);
// int op0_rgb[kMaxTexUnits];
addShaderIntTexArray(outStream, "op0_rgb", mShaderState.texCombineOp0Rgbs);
// int op0_alpha[kMaxTexUnits];
addShaderIntTexArray(outStream, "op0_alpha", mShaderState.texCombineOp0Alphas);
// int op1_rgb[kMaxTexUnits];
addShaderIntTexArray(outStream, "op1_rgb", mShaderState.texCombineOp1Rgbs);
// int op1_alpha[kMaxTexUnits];
addShaderIntTexArray(outStream, "op1_alpha", mShaderState.texCombineOp1Alphas);
// int op2_rgb[kMaxTexUnits];
addShaderIntTexArray(outStream, "op2_rgb", mShaderState.texCombineOp2Rgbs);
// int op2_alpha[kMaxTexUnits];
addShaderIntTexArray(outStream, "op2_alpha", mShaderState.texCombineOp2Alphas);
// int alpha_func;
addShaderInt(outStream, "alpha_func", ToGLenum(mShaderState.alphaTestFunc));
// int fog_mode;
addShaderInt(outStream, "fog_mode", ToGLenum(mShaderState.fogMode));
} }
angle::Result GLES1Renderer::initializeRendererProgram(Context *context, State *glState) angle::Result GLES1Renderer::initializeRendererProgram(Context *context, State *glState)
{ {
uint64_t currentGLES1State = mGLES1StateEnabled.to_ulong();
// See if we have the shader for this combination of states // See if we have the shader for this combination of states
if (mProgramStates.find(currentGLES1State) != mProgramStates.end()) if (mUberShaderState.find(mShaderState) != mUberShaderState.end())
{ {
Program *programObject = getProgram(mProgramStates[currentGLES1State].program); Program *programObject = getProgram(getUberShaderState().programState.program);
// If this is different than the current program, we need to sync everything // If this is different than the current program, we need to sync everything
// TODO: This could be optimized to only dirty state that differs between the two programs // TODO: This could be optimized to only dirty state that differs between the two programs
@ -746,7 +833,7 @@ angle::Result GLES1Renderer::initializeRendererProgram(Context *context, State *
} }
// If we get here, we don't have a shader for this state, need to create it // If we get here, we don't have a shader for this state, need to create it
GLES1ProgramState &programState = mProgramStates[currentGLES1State]; GLES1ProgramState &programState = mUberShaderState[mShaderState].programState;
ShaderProgramID vertexShader; ShaderProgramID vertexShader;
ShaderProgramID fragmentShader; ShaderProgramID fragmentShader;
@ -816,27 +903,10 @@ angle::Result GLES1Renderer::initializeRendererProgram(Context *context, State *
programObject->getUniformLocation(sscube.str().c_str()); programObject->getUniformLocation(sscube.str().c_str());
} }
programState.textureFormatLoc = programObject->getUniformLocation("texture_format");
programState.textureEnvModeLoc = programObject->getUniformLocation("texture_env_mode");
programState.combineRgbLoc = programObject->getUniformLocation("combine_rgb");
programState.combineAlphaLoc = programObject->getUniformLocation("combine_alpha");
programState.src0rgbLoc = programObject->getUniformLocation("src0_rgb");
programState.src0alphaLoc = programObject->getUniformLocation("src0_alpha");
programState.src1rgbLoc = programObject->getUniformLocation("src1_rgb");
programState.src1alphaLoc = programObject->getUniformLocation("src1_alpha");
programState.src2rgbLoc = programObject->getUniformLocation("src2_rgb");
programState.src2alphaLoc = programObject->getUniformLocation("src2_alpha");
programState.op0rgbLoc = programObject->getUniformLocation("op0_rgb");
programState.op0alphaLoc = programObject->getUniformLocation("op0_alpha");
programState.op1rgbLoc = programObject->getUniformLocation("op1_rgb");
programState.op1alphaLoc = programObject->getUniformLocation("op1_alpha");
programState.op2rgbLoc = programObject->getUniformLocation("op2_rgb");
programState.op2alphaLoc = programObject->getUniformLocation("op2_alpha");
programState.textureEnvColorLoc = programObject->getUniformLocation("texture_env_color"); programState.textureEnvColorLoc = programObject->getUniformLocation("texture_env_color");
programState.rgbScaleLoc = programObject->getUniformLocation("texture_env_rgb_scale"); programState.rgbScaleLoc = programObject->getUniformLocation("texture_env_rgb_scale");
programState.alphaScaleLoc = programObject->getUniformLocation("texture_env_alpha_scale"); programState.alphaScaleLoc = programObject->getUniformLocation("texture_env_alpha_scale");
programState.alphaFuncLoc = programObject->getUniformLocation("alpha_func");
programState.alphaTestRefLoc = programObject->getUniformLocation("alpha_test_ref"); programState.alphaTestRefLoc = programObject->getUniformLocation("alpha_test_ref");
programState.materialAmbientLoc = programObject->getUniformLocation("material_ambient"); programState.materialAmbientLoc = programObject->getUniformLocation("material_ambient");
@ -865,7 +935,6 @@ angle::Result GLES1Renderer::initializeRendererProgram(Context *context, State *
programState.lightAttenuationQuadraticsLoc = programState.lightAttenuationQuadraticsLoc =
programObject->getUniformLocation("light_attenuation_quadratics"); programObject->getUniformLocation("light_attenuation_quadratics");
programState.fogModeLoc = programObject->getUniformLocation("fog_mode");
programState.fogDensityLoc = programObject->getUniformLocation("fog_density"); programState.fogDensityLoc = programObject->getUniformLocation("fog_density");
programState.fogStartLoc = programObject->getUniformLocation("fog_start"); programState.fogStartLoc = programObject->getUniformLocation("fog_start");
programState.fogEndLoc = programObject->getUniformLocation("fog_end"); programState.fogEndLoc = programObject->getUniformLocation("fog_end");

Просмотреть файл

@ -10,6 +10,7 @@
#ifndef LIBANGLE_GLES1_RENDERER_H_ #ifndef LIBANGLE_GLES1_RENDERER_H_
#define LIBANGLE_GLES1_RENDERER_H_ #define LIBANGLE_GLES1_RENDERER_H_
#include "GLES1State.h"
#include "angle_gl.h" #include "angle_gl.h"
#include "common/angleutils.h" #include "common/angleutils.h"
#include "libANGLE/angletypes.h" #include "libANGLE/angletypes.h"
@ -41,37 +42,81 @@ enum class GLES1StateEnables : uint64_t
ShadeModelFlat = 9, ShadeModelFlat = 9,
ColorMaterial = 10, ColorMaterial = 10,
LightModelTwoSided = 11, LightModelTwoSided = 11,
Tex2d0 = 12,
Tex2d1 = 13,
Tex2d2 = 14,
Tex2d3 = 15,
TexCube0 = 16,
TexCube1 = 17,
TexCube2 = 18,
TexCube3 = 19,
PointSpriteCoordReplaces0 = 20,
PointSpriteCoordReplaces1 = 21,
PointSpriteCoordReplaces2 = 22,
PointSpriteCoordReplaces3 = 23,
Light0 = 24,
Light1 = 25,
Light2 = 26,
Light3 = 27,
Light4 = 28,
Light5 = 29,
Light6 = 30,
Light7 = 31,
ClipPlane0 = 32,
ClipPlane1 = 33,
ClipPlane2 = 34,
ClipPlane3 = 35,
ClipPlane4 = 36,
ClipPlane5 = 37,
InvalidEnum = 38, InvalidEnum = 12,
EnumCount = 38, EnumCount = 12,
}; };
constexpr int kClipPlaneCount = 6;
constexpr int kTexUnitCount = 4;
constexpr int kLightCount = 8;
using GLES1StateEnabledBitSet = angle::PackedEnumBitSet<GLES1StateEnables, uint64_t>;
struct GLES1ShaderState
{
GLES1ShaderState();
~GLES1ShaderState();
GLES1ShaderState(const GLES1ShaderState &other);
size_t hash() const;
GLES1StateEnabledBitSet mGLES1StateEnabled;
using BoolLightArray = bool[kLightCount];
using BoolTexArray = bool[kTexUnitCount];
using BoolClipPlaneArray = bool[kClipPlaneCount];
using IntTexArray = int[kTexUnitCount];
BoolTexArray tex2DEnables = {false, false, false, false};
BoolTexArray texCubeEnables = {false, false, false, false};
IntTexArray tex2DFormats = {GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA};
IntTexArray texEnvModes = {};
IntTexArray texCombineRgbs = {};
IntTexArray texCombineAlphas = {};
IntTexArray texCombineSrc0Rgbs = {};
IntTexArray texCombineSrc0Alphas = {};
IntTexArray texCombineSrc1Rgbs = {};
IntTexArray texCombineSrc1Alphas = {};
IntTexArray texCombineSrc2Rgbs = {};
IntTexArray texCombineSrc2Alphas = {};
IntTexArray texCombineOp0Rgbs = {};
IntTexArray texCombineOp0Alphas = {};
IntTexArray texCombineOp1Rgbs = {};
IntTexArray texCombineOp1Alphas = {};
IntTexArray texCombineOp2Rgbs = {};
IntTexArray texCombineOp2Alphas = {};
BoolTexArray pointSpriteCoordReplaces = {};
BoolLightArray lightEnables = {};
BoolClipPlaneArray clipPlaneEnables = {};
AlphaTestFunc alphaTestFunc = {};
FogMode fogMode = {};
};
bool operator==(const GLES1ShaderState &a, const GLES1ShaderState &b);
bool operator!=(const GLES1ShaderState &a, const GLES1ShaderState &b);
} // namespace gl
namespace std
{
template <>
struct hash<gl::GLES1ShaderState>
{
size_t operator()(const gl::GLES1ShaderState &key) const { return key.hash(); }
};
} // namespace std
namespace gl
{
class GLES1Renderer final : angle::NonCopyable class GLES1Renderer final : angle::NonCopyable
{ {
public: public:
@ -94,8 +139,6 @@ class GLES1Renderer final : angle::NonCopyable
float width, float width,
float height); float height);
static constexpr int kTexUnitCount = 4;
private: private:
using Mat4Uniform = float[16]; using Mat4Uniform = float[16];
using Vec4Uniform = float[4]; using Vec4Uniform = float[4];
@ -150,9 +193,6 @@ class GLES1Renderer final : angle::NonCopyable
void setAttributesEnabled(Context *context, State *glState, AttributesMask mask); void setAttributesEnabled(Context *context, State *glState, AttributesMask mask);
static constexpr int kLightCount = 8;
static constexpr int kClipPlaneCount = 6;
static constexpr int kVertexAttribIndex = 0; static constexpr int kVertexAttribIndex = 0;
static constexpr int kNormalAttribIndex = 1; static constexpr int kNormalAttribIndex = 1;
static constexpr int kColorAttribIndex = 2; static constexpr int kColorAttribIndex = 2;
@ -162,14 +202,25 @@ class GLES1Renderer final : angle::NonCopyable
bool mRendererProgramInitialized; bool mRendererProgramInitialized;
ShaderProgramManager *mShaderPrograms; ShaderProgramManager *mShaderPrograms;
using GLES1StateEnabledBitSet = angle::PackedEnumBitSet<GLES1StateEnables, uint64_t>; GLES1ShaderState mShaderState = {};
GLES1StateEnabledBitSet mGLES1StateEnabled;
const char *getShaderBool(GLES1StateEnables state); const char *getShaderBool(GLES1StateEnables state);
void addShaderDefine(std::stringstream &outStream, void addShaderDefine(std::stringstream &outStream,
GLES1StateEnables state, GLES1StateEnables state,
const char *enableString); const char *enableString);
void addShaderInt(std::stringstream &outStream, const char *name, int value);
void addShaderIntTexArray(std::stringstream &outStream,
const char *texString,
GLES1ShaderState::IntTexArray &texState);
void addShaderBoolTexArray(std::stringstream &outStream,
const char *texString,
GLES1ShaderState::BoolTexArray &texState);
void addShaderBoolLightArray(std::stringstream &outStream,
const char *name,
GLES1ShaderState::BoolLightArray &value);
void addShaderBoolClipPlaneArray(std::stringstream &outStream,
const char *name,
GLES1ShaderState::BoolClipPlaneArray &value);
void addVertexShaderDefs(std::stringstream &outStream); void addVertexShaderDefs(std::stringstream &outStream);
void addFragmentShaderDefs(std::stringstream &outStream); void addFragmentShaderDefs(std::stringstream &outStream);
@ -186,29 +237,11 @@ class GLES1Renderer final : angle::NonCopyable
std::array<UniformLocation, kTexUnitCount> tex2DSamplerLocs; std::array<UniformLocation, kTexUnitCount> tex2DSamplerLocs;
std::array<UniformLocation, kTexUnitCount> texCubeSamplerLocs; std::array<UniformLocation, kTexUnitCount> texCubeSamplerLocs;
UniformLocation textureFormatLoc;
UniformLocation textureEnvModeLoc;
UniformLocation combineRgbLoc;
UniformLocation combineAlphaLoc;
UniformLocation src0rgbLoc;
UniformLocation src0alphaLoc;
UniformLocation src1rgbLoc;
UniformLocation src1alphaLoc;
UniformLocation src2rgbLoc;
UniformLocation src2alphaLoc;
UniformLocation op0rgbLoc;
UniformLocation op0alphaLoc;
UniformLocation op1rgbLoc;
UniformLocation op1alphaLoc;
UniformLocation op2rgbLoc;
UniformLocation op2alphaLoc;
UniformLocation textureEnvColorLoc; UniformLocation textureEnvColorLoc;
UniformLocation rgbScaleLoc; UniformLocation rgbScaleLoc;
UniformLocation alphaScaleLoc; UniformLocation alphaScaleLoc;
// Alpha test // Alpha test
UniformLocation alphaFuncLoc;
UniformLocation alphaTestRefLoc; UniformLocation alphaTestRefLoc;
// Shading, materials, and lighting // Shading, materials, and lighting
@ -232,7 +265,6 @@ class GLES1Renderer final : angle::NonCopyable
UniformLocation lightAttenuationQuadraticsLoc; UniformLocation lightAttenuationQuadraticsLoc;
// Fog // Fog
UniformLocation fogModeLoc;
UniformLocation fogDensityLoc; UniformLocation fogDensityLoc;
UniformLocation fogStartLoc; UniformLocation fogStartLoc;
UniformLocation fogEndLoc; UniformLocation fogEndLoc;
@ -255,25 +287,7 @@ class GLES1Renderer final : angle::NonCopyable
struct GLES1UniformBuffers struct GLES1UniformBuffers
{ {
std::array<Mat4Uniform, kTexUnitCount> textureMatrices; std::array<Mat4Uniform, kTexUnitCount> textureMatrices;
std::array<GLint, kTexUnitCount> tex2DEnables;
std::array<GLint, kTexUnitCount> texCubeEnables;
std::array<GLint, kTexUnitCount> texEnvModes;
std::array<GLint, kTexUnitCount> texCombineRgbs;
std::array<GLint, kTexUnitCount> texCombineAlphas;
std::array<GLint, kTexUnitCount> texCombineSrc0Rgbs;
std::array<GLint, kTexUnitCount> texCombineSrc0Alphas;
std::array<GLint, kTexUnitCount> texCombineSrc1Rgbs;
std::array<GLint, kTexUnitCount> texCombineSrc1Alphas;
std::array<GLint, kTexUnitCount> texCombineSrc2Rgbs;
std::array<GLint, kTexUnitCount> texCombineSrc2Alphas;
std::array<GLint, kTexUnitCount> texCombineOp0Rgbs;
std::array<GLint, kTexUnitCount> texCombineOp0Alphas;
std::array<GLint, kTexUnitCount> texCombineOp1Rgbs;
std::array<GLint, kTexUnitCount> texCombineOp1Alphas;
std::array<GLint, kTexUnitCount> texCombineOp2Rgbs;
std::array<GLint, kTexUnitCount> texCombineOp2Alphas;
std::array<Vec4Uniform, kTexUnitCount> texEnvColors; std::array<Vec4Uniform, kTexUnitCount> texEnvColors;
std::array<GLfloat, kTexUnitCount> texEnvRgbScales; std::array<GLfloat, kTexUnitCount> texEnvRgbScales;
std::array<GLfloat, kTexUnitCount> texEnvAlphaScales; std::array<GLfloat, kTexUnitCount> texEnvAlphaScales;
@ -297,8 +311,19 @@ class GLES1Renderer final : angle::NonCopyable
std::array<Vec4Uniform, kTexUnitCount> texCropRects; std::array<Vec4Uniform, kTexUnitCount> texCropRects;
}; };
angle::HashMap<uint64_t, GLES1UniformBuffers> mUniformBuffers; struct GLES1UberShaderState
angle::HashMap<uint64_t, GLES1ProgramState> mProgramStates; {
GLES1UniformBuffers uniformBuffers;
GLES1ProgramState programState;
};
GLES1UberShaderState &getUberShaderState()
{
ASSERT(mUberShaderState.find(mShaderState) != mUberShaderState.end());
return mUberShaderState[mShaderState];
}
angle::HashMap<GLES1ShaderState, GLES1UberShaderState> mUberShaderState;
bool mDrawTextureEnabled = false; bool mDrawTextureEnabled = false;
GLfloat mDrawTextureCoords[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GLfloat mDrawTextureCoords[4] = {0.0f, 0.0f, 0.0f, 0.0f};

Просмотреть файл

@ -7,23 +7,41 @@
// GLES1Shaders.inc: Defines GLES1 emulation shader. // GLES1Shaders.inc: Defines GLES1 emulation shader.
// The following variables are added in GLES1Renderer::initializeRendererProgram // The following variables are added in GLES1Renderer::initializeRendererProgram
// clip_plane_enables // bool clip_plane_enables
// enable_alpha_test // bool enable_alpha_test
// enable_clip_planes // bool enable_clip_planes
// enable_color_material // bool enable_color_material
// enable_draw_texture // bool enable_draw_texture
// enable_fog // bool enable_fog
// enable_lighting // bool enable_lighting
// enable_normalize // bool enable_normalize
// enable_rescale_normal // bool enable_rescale_normal
// enable_texture_2d // bool enable_texture_2d[kMaxTexUnits]
// enable_texture_cube_map // bool enable_texture_cube_map[kMaxTexUnits]
// light_enables // bool light_enables[kMaxLights]
// light_model_two_sided // bool light_model_two_sided
// point_rasterization // bool point_rasterization
// point_sprite_coord_replace // bool point_sprite_coord_replace
// point_sprite_enabled // bool point_sprite_enabled
// shade_model_flat // bool shade_model_flat
// int texture_format[kMaxTexUnits];
// int texture_env_mode[kMaxTexUnits];
// int combine_rgb[kMaxTexUnits];
// int combine_alpha[kMaxTexUnits];
// int src0_rgb[kMaxTexUnits];
// int src0_alpha[kMaxTexUnits];
// int src1_rgb[kMaxTexUnits];
// int src1_alpha[kMaxTexUnits];
// int src2_rgb[kMaxTexUnits];
// int src2_alpha[kMaxTexUnits];
// int op0_rgb[kMaxTexUnits];
// int op0_alpha[kMaxTexUnits];
// int op1_rgb[kMaxTexUnits];
// int op1_alpha[kMaxTexUnits];
// int op2_rgb[kMaxTexUnits];
// int op2_alpha[kMaxTexUnits];
// int alpha_func;
// int fog_mode;
constexpr char kGLES1DrawVShaderHeader[] = R"(#version 300 es constexpr char kGLES1DrawVShaderHeader[] = R"(#version 300 es
precision highp float; precision highp float;
@ -290,23 +308,6 @@ uniform samplerCube tex_cube_sampler2;
uniform sampler2D tex_sampler3; uniform sampler2D tex_sampler3;
uniform samplerCube tex_cube_sampler3; uniform samplerCube tex_cube_sampler3;
uniform int texture_format[kMaxTexUnits];
uniform int texture_env_mode[kMaxTexUnits];
uniform int combine_rgb[kMaxTexUnits];
uniform int combine_alpha[kMaxTexUnits];
uniform int src0_rgb[kMaxTexUnits];
uniform int src0_alpha[kMaxTexUnits];
uniform int src1_rgb[kMaxTexUnits];
uniform int src1_alpha[kMaxTexUnits];
uniform int src2_rgb[kMaxTexUnits];
uniform int src2_alpha[kMaxTexUnits];
uniform int op0_rgb[kMaxTexUnits];
uniform int op0_alpha[kMaxTexUnits];
uniform int op1_rgb[kMaxTexUnits];
uniform int op1_alpha[kMaxTexUnits];
uniform int op2_rgb[kMaxTexUnits];
uniform int op2_alpha[kMaxTexUnits];
uniform vec4 texture_env_color[kMaxTexUnits]; uniform vec4 texture_env_color[kMaxTexUnits];
uniform float texture_env_rgb_scale[kMaxTexUnits]; uniform float texture_env_rgb_scale[kMaxTexUnits];
uniform float texture_env_alpha_scale[kMaxTexUnits]; uniform float texture_env_alpha_scale[kMaxTexUnits];
@ -324,7 +325,6 @@ in vec4 texcoord3_varying;
// Alpha test/////////////////////////////////////////////////////////////////// // Alpha test///////////////////////////////////////////////////////////////////
uniform int alpha_func;
uniform float alpha_test_ref; uniform float alpha_test_ref;
// Shading: flat shading, lighting, and materials/////////////////////////////// // Shading: flat shading, lighting, and materials///////////////////////////////
@ -350,7 +350,6 @@ uniform float light_attenuation_quadratics[kMaxLights];
// Fog ///////////////////////////////////////////////////////////////////////// // Fog /////////////////////////////////////////////////////////////////////////
uniform int fog_mode;
uniform float fog_density; uniform float fog_density;
uniform float fog_start; uniform float fog_start;
uniform float fog_end; uniform float fog_end;

Просмотреть файл

@ -522,7 +522,7 @@ AttributesMask GLES1State::getVertexArraysAttributeMask() const
isClientStateEnabled(attrib)); isClientStateEnabled(attrib));
} }
for (unsigned int i = 0; i < GLES1Renderer::kTexUnitCount; i++) for (unsigned int i = 0; i < kTexUnitCount; i++)
{ {
attribsMask.set(GLES1Renderer::TexCoordArrayIndex(i), isTexCoordArrayEnabled(i)); attribsMask.set(GLES1Renderer::TexCoordArrayIndex(i), isTexCoordArrayEnabled(i));
} }