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0e8cb19c1c
This reverts the code that would collapse DrawElements to DrawArrays in some cases, because it was not a correct transform in some cases. Instead, we need to *always* keep around a cpu copy of the index buffer, so that we can figure out how many fakeAttrib0 verts we need. Finally, in order to correct for the bug where Mac offsets the base instance by `first` in DrawArrays, we need to (temporarily) patch vertexAttribPointer offsets for any call with non-zero `first`. (This can be disabled via MOZ_WEBGL_WORKAROUND_FIRST_AFFECTS_INSTANCE_ID=0) Differential Revision: https://phabricator.services.mozilla.com/D157169
77 lines
2.0 KiB
C++
77 lines
2.0 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_SHADER_VALIDATOR_H_
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#define WEBGL_SHADER_VALIDATOR_H_
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include "GLDefs.h"
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#include "GLSLANG/ShaderLang.h"
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#include "nsString.h"
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namespace mozilla::webgl {
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class ShaderValidatorResults final {
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public:
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std::string mInfoLog;
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bool mValid = false;
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std::string mObjectCode;
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int mShaderVersion = 0;
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int mVertexShaderNumViews = 0;
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std::vector<sh::Attribute> mAttributes;
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std::vector<sh::InterfaceBlock> mInterfaceBlocks;
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std::vector<sh::OutputVariable> mOutputVariables;
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std::vector<sh::Uniform> mUniforms;
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std::vector<sh::Varying> mVaryings;
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std::unordered_map<std::string, std::string> mNameMap;
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int mMaxVaryingVectors = 0;
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bool mNeeds_webgl_gl_VertexID_Offset = false;
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bool CanLinkTo(const ShaderValidatorResults& vert,
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nsCString* const out_log) const;
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size_t SizeOfIncludingThis(MallocSizeOf) const;
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};
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class ShaderValidator final {
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public:
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const ShHandle mHandle;
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private:
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const ShCompileOptions mCompileOptions;
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const int mMaxVaryingVectors;
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public:
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bool mIfNeeded_webgl_gl_VertexID_Offset = false;
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static std::unique_ptr<ShaderValidator> Create(
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GLenum shaderType, ShShaderSpec spec, ShShaderOutput outputLanguage,
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const ShBuiltInResources& resources, ShCompileOptions compileOptions);
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private:
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ShaderValidator(ShHandle handle, ShCompileOptions compileOptions,
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int maxVaryingVectors)
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: mHandle(handle),
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mCompileOptions(compileOptions),
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mMaxVaryingVectors(maxVaryingVectors) {}
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public:
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~ShaderValidator();
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std::unique_ptr<const ShaderValidatorResults> ValidateAndTranslate(
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const char*) const;
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};
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} // namespace mozilla::webgl
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#endif // WEBGL_SHADER_VALIDATOR_H_
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