зеркало из https://github.com/mozilla/gecko-dev.git
203 строки
5.0 KiB
C++
203 строки
5.0 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef WEBGL_PROGRAM_H_
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#define WEBGL_PROGRAM_H_
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#include <bitset>
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#include <map>
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#include <set>
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#include <vector>
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#include "mozilla/RefPtr.h"
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#include "mozilla/WeakPtr.h"
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#include "CacheInvalidator.h"
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#include "WebGLContext.h"
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#include "WebGLObjectModel.h"
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namespace mozilla {
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class ErrorResult;
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class WebGLContext;
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class WebGLProgram;
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class WebGLShader;
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namespace dom {
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template <typename>
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struct Nullable;
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class OwningUnsignedLongOrUint32ArrayOrBoolean;
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template <typename>
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class Sequence;
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} // namespace dom
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namespace webgl {
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enum class TextureBaseType : uint8_t;
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struct UniformBlockInfo final {
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const ActiveUniformBlockInfo& info;
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const IndexedBufferBinding* binding = nullptr;
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};
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struct FragOutputInfo final {
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const uint8_t loc;
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const std::string userName;
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const std::string mappedName;
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const TextureBaseType baseType;
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};
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struct CachedDrawFetchLimits final {
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uint64_t maxVerts = UINT64_MAX;
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uint64_t maxInstances = UINT64_MAX;
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std::vector<BufferAndIndex> usedBuffers;
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CachedDrawFetchLimits() = default;
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explicit CachedDrawFetchLimits(const CachedDrawFetchLimits&) = delete;
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CachedDrawFetchLimits(CachedDrawFetchLimits&&) = default;
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CachedDrawFetchLimits& operator=(CachedDrawFetchLimits&&) = default;
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};
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// -
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void UniformAs1fv(gl::GLContext& gl, GLint location, GLsizei count,
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bool transpose, const void* any);
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struct ActiveUniformValidationInfo final {
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const ActiveUniformInfo& info;
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bool isArray = false;
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uint8_t channelsPerElem = 0;
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decltype(&UniformAs1fv) pfn = nullptr;
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static ActiveUniformValidationInfo Make(const ActiveUniformInfo&);
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};
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struct SamplerUniformInfo final {
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const decltype(WebGLContext::mBound2DTextures)& texListForType;
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const webgl::TextureBaseType texBaseType;
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const bool isShadowSampler;
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std::vector<uint32_t> texUnits;
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};
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struct LocationInfo final {
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const ActiveUniformValidationInfo info;
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const uint32_t indexIntoUniform;
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SamplerUniformInfo* const samplerInfo;
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};
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// -
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struct LinkedProgramInfo final : public RefCounted<LinkedProgramInfo>,
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public SupportsWeakPtr,
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public CacheInvalidator {
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friend class mozilla::WebGLProgram;
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MOZ_DECLARE_REFCOUNTED_TYPENAME(LinkedProgramInfo)
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//////
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WebGLProgram* const prog;
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const GLenum transformFeedbackBufferMode;
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std::bitset<kMaxDrawBuffers> hasOutput = 0;
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std::unordered_map<uint8_t, const FragOutputInfo> fragOutputs;
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uint8_t zLayerCount = 1;
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mutable std::vector<size_t> componentsPerTFVert;
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bool attrib0Active = false;
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// -
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std::map<std::string, std::string> nameMap;
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webgl::LinkActiveInfo active;
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std::vector<std::unique_ptr<SamplerUniformInfo>> samplerUniforms;
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std::unordered_map<uint32_t, LocationInfo> locationMap;
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mutable std::vector<UniformBlockInfo> uniformBlocks;
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//////
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private:
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mutable CachedDrawFetchLimits mScratchFetchLimits;
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public:
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const CachedDrawFetchLimits* GetDrawFetchLimits() const;
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//////
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explicit LinkedProgramInfo(WebGLProgram* prog);
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~LinkedProgramInfo();
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};
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} // namespace webgl
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class WebGLProgram final : public WebGLContextBoundObject {
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friend class WebGLTransformFeedback;
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friend struct webgl::LinkedProgramInfo;
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MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(WebGLProgram, override)
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public:
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explicit WebGLProgram(WebGLContext* webgl);
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void Delete();
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// GL funcs
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void AttachShader(WebGLShader& shader);
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void BindAttribLocation(GLuint index, const std::string& name);
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void DetachShader(const WebGLShader& shader);
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void UniformBlockBinding(GLuint uniformBlockIndex,
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GLuint uniformBlockBinding) const;
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void LinkProgram();
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bool UseProgram() const;
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bool ValidateProgram() const;
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////////////////
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void TransformFeedbackVaryings(const std::vector<std::string>& varyings,
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GLenum bufferMode);
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bool IsLinked() const { return mMostRecentLinkInfo; }
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const webgl::LinkedProgramInfo* LinkInfo() const {
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return mMostRecentLinkInfo.get();
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}
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const auto& VertShader() const { return mVertShader; }
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const auto& FragShader() const { return mFragShader; }
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const auto& LinkLog() const { return mLinkLog; }
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private:
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~WebGLProgram();
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void LinkAndUpdate();
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bool ValidateForLink();
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bool ValidateAfterTentativeLink(std::string* const out_linkLog) const;
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public:
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const GLuint mGLName;
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private:
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RefPtr<WebGLShader> mVertShader;
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RefPtr<WebGLShader> mFragShader;
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size_t mNumActiveTFOs;
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std::map<std::string, GLuint> mNextLink_BoundAttribLocs;
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std::vector<std::string> mNextLink_TransformFeedbackVaryings;
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GLenum mNextLink_TransformFeedbackBufferMode;
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std::string mLinkLog;
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RefPtr<const webgl::LinkedProgramInfo> mMostRecentLinkInfo;
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};
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} // namespace mozilla
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#endif // WEBGL_PROGRAM_H_
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