Bug 1080266 - Move UpdateInfo into WebGLProgram.cpp. - r=kamidphish

This commit is contained in:
jdashg 2014-10-03 14:36:57 -07:00
parent c460713e4d
commit 8d30cdc7be
2 changed files with 86 additions and 89 deletions

View File

@ -162,93 +162,6 @@ IsTexImageCubemapTarget(GLenum texImageTarget)
texImageTarget <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
}
/*
* Pull data out of the program, post-linking
*/
bool
WebGLProgram::UpdateInfo()
{
mAttribMaxNameLength = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); i++)
mAttribMaxNameLength = std::max(mAttribMaxNameLength, mAttachedShaders[i]->mAttribMaxNameLength);
GLint attribCount;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &attribCount);
if (!mAttribsInUse.SetLength(mContext->mGLMaxVertexAttribs)) {
mContext->ErrorOutOfMemory("updateInfo: out of memory to allocate %d attribs", mContext->mGLMaxVertexAttribs);
return false;
}
for (size_t i = 0; i < mAttribsInUse.Length(); i++)
mAttribsInUse[i] = false;
nsAutoArrayPtr<char> nameBuf(new char[mAttribMaxNameLength]);
for (int i = 0; i < attribCount; ++i) {
GLint attrnamelen;
GLint attrsize;
GLenum attrtype;
mContext->gl->fGetActiveAttrib(mGLName, i, mAttribMaxNameLength, &attrnamelen, &attrsize, &attrtype, nameBuf);
if (attrnamelen > 0) {
GLint loc = mContext->gl->fGetAttribLocation(mGLName, nameBuf);
MOZ_ASSERT(loc >= 0, "major oops in managing the attributes of a WebGL program");
if (loc < mContext->mGLMaxVertexAttribs) {
mAttribsInUse[loc] = true;
} else {
mContext->GenerateWarning("program exceeds MAX_VERTEX_ATTRIBS");
return false;
}
}
}
// nsAutoPtr will delete old version first
mIdentifierMap = new CStringMap;
mIdentifierReverseMap = new CStringMap;
mUniformInfoMap = new CStringToUniformInfoMap;
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
// Loop through ATTRIBUTES
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierMap->Put(attrib.original, attrib.mapped); // FORWARD MAPPING
mIdentifierReverseMap->Put(attrib.mapped, attrib.original); // REVERSE MAPPING
}
// Loop through UNIFORMS
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
// Add the uniforms name mapping to mIdentifier[Reverse]Map
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierMap->Put(uniform.original, uniform.mapped); // FOWARD MAPPING
mIdentifierReverseMap->Put(uniform.mapped, uniform.original); // REVERSE MAPPING
// Add uniform info to mUniformInfoMap
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
mUniformInfoMap->Put(uniform.mapped, info);
}
}
mActiveAttribMap.clear();
GLint numActiveAttrs = 0;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &numActiveAttrs);
// Spec says the maximum attrib name length is 256 chars, so this is
// sufficient to hold any attrib name.
char attrName[257];
GLint dummySize;
GLenum dummyType;
for (GLint i = 0; i < numActiveAttrs; i++) {
mContext->gl->fGetActiveAttrib(mGLName, i, 257, nullptr, &dummySize,
&dummyType, attrName);
GLint attrLoc = mContext->gl->fGetAttribLocation(mGLName, attrName);
MOZ_ASSERT(attrLoc >= 0);
mActiveAttribMap.insert(std::make_pair(attrLoc, nsCString(attrName)));
}
return true;
}
bool WebGLContext::ValidateBlendEquationEnum(GLenum mode, const char *info)
{
switch (mode) {

View File

@ -14,10 +14,10 @@
using namespace mozilla;
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
*
*
* \param string input/output: the string to split, becomes the string without the bracket part
* \param bracketPart output: gets the bracket part.
*
*
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
*/
static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
@ -217,6 +217,90 @@ WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name) {
return info;
}
bool
WebGLProgram::UpdateInfo()
{
mAttribMaxNameLength = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); i++)
mAttribMaxNameLength = std::max(mAttribMaxNameLength, mAttachedShaders[i]->mAttribMaxNameLength);
GLint attribCount;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &attribCount);
if (!mAttribsInUse.SetLength(mContext->mGLMaxVertexAttribs)) {
mContext->ErrorOutOfMemory("updateInfo: out of memory to allocate %d attribs", mContext->mGLMaxVertexAttribs);
return false;
}
for (size_t i = 0; i < mAttribsInUse.Length(); i++)
mAttribsInUse[i] = false;
nsAutoArrayPtr<char> nameBuf(new char[mAttribMaxNameLength]);
for (int i = 0; i < attribCount; ++i) {
GLint attrnamelen;
GLint attrsize;
GLenum attrtype;
mContext->gl->fGetActiveAttrib(mGLName, i, mAttribMaxNameLength, &attrnamelen, &attrsize, &attrtype, nameBuf);
if (attrnamelen > 0) {
GLint loc = mContext->gl->fGetAttribLocation(mGLName, nameBuf);
MOZ_ASSERT(loc >= 0, "major oops in managing the attributes of a WebGL program");
if (loc < mContext->mGLMaxVertexAttribs) {
mAttribsInUse[loc] = true;
} else {
mContext->GenerateWarning("program exceeds MAX_VERTEX_ATTRIBS");
return false;
}
}
}
// nsAutoPtr will delete old version first
mIdentifierMap = new CStringMap;
mIdentifierReverseMap = new CStringMap;
mUniformInfoMap = new CStringToUniformInfoMap;
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
// Loop through ATTRIBUTES
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierMap->Put(attrib.original, attrib.mapped); // FORWARD MAPPING
mIdentifierReverseMap->Put(attrib.mapped, attrib.original); // REVERSE MAPPING
}
// Loop through UNIFORMS
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
// Add the uniforms name mapping to mIdentifier[Reverse]Map
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierMap->Put(uniform.original, uniform.mapped); // FOWARD MAPPING
mIdentifierReverseMap->Put(uniform.mapped, uniform.original); // REVERSE MAPPING
// Add uniform info to mUniformInfoMap
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
mUniformInfoMap->Put(uniform.mapped, info);
}
}
mActiveAttribMap.clear();
GLint numActiveAttrs = 0;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &numActiveAttrs);
// Spec says the maximum attrib name length is 256 chars, so this is
// sufficient to hold any attrib name.
char attrName[257];
GLint dummySize;
GLenum dummyType;
for (GLint i = 0; i < numActiveAttrs; i++) {
mContext->gl->fGetActiveAttrib(mGLName, i, 257, nullptr, &dummySize,
&dummyType, attrName);
GLint attrLoc = mContext->gl->fGetAttribLocation(mGLName, attrName);
MOZ_ASSERT(attrLoc >= 0);
mActiveAttribMap.insert(std::make_pair(attrLoc, nsCString(attrName)));
}
return true;
}
/* static */ uint64_t
WebGLProgram::IdentifierHashFunction(const char *ident, size_t size)
{