| // |
| // Copyright 2016 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // ProgramVk.cpp: |
| // Implements the class methods for ProgramVk. |
| // |
| |
| #include "libANGLE/renderer/vulkan/ProgramVk.h" |
| |
| #include "common/debug.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/ProgramLinkedResources.h" |
| #include "libANGLE/renderer/glslang_wrapper_utils.h" |
| #include "libANGLE/renderer/renderer_utils.h" |
| #include "libANGLE/renderer/vulkan/BufferVk.h" |
| #include "libANGLE/renderer/vulkan/GlslangWrapperVk.h" |
| #include "libANGLE/renderer/vulkan/TextureVk.h" |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| // Identical to Std140 encoder in all aspects, except it ignores opaque uniform types. |
| class VulkanDefaultBlockEncoder : public sh::Std140BlockEncoder |
| { |
| public: |
| void advanceOffset(GLenum type, |
| const std::vector<unsigned int> &arraySizes, |
| bool isRowMajorMatrix, |
| int arrayStride, |
| int matrixStride) override |
| { |
| if (gl::IsOpaqueType(type)) |
| { |
| return; |
| } |
| |
| sh::Std140BlockEncoder::advanceOffset(type, arraySizes, isRowMajorMatrix, arrayStride, |
| matrixStride); |
| } |
| }; |
| |
| void InitDefaultUniformBlock(const std::vector<sh::ShaderVariable> &uniforms, |
| sh::BlockLayoutMap *blockLayoutMapOut, |
| size_t *blockSizeOut) |
| { |
| if (uniforms.empty()) |
| { |
| *blockSizeOut = 0; |
| return; |
| } |
| |
| VulkanDefaultBlockEncoder blockEncoder; |
| sh::GetActiveUniformBlockInfo(uniforms, "", &blockEncoder, blockLayoutMapOut); |
| |
| size_t blockSize = blockEncoder.getCurrentOffset(); |
| |
| // TODO(jmadill): I think we still need a valid block for the pipeline even if zero sized. |
| if (blockSize == 0) |
| { |
| *blockSizeOut = 0; |
| return; |
| } |
| |
| *blockSizeOut = blockSize; |
| return; |
| } |
| |
| template <typename T> |
| void UpdateDefaultUniformBlock(GLsizei count, |
| uint32_t arrayIndex, |
| int componentCount, |
| const T *v, |
| const sh::BlockMemberInfo &layoutInfo, |
| angle::MemoryBuffer *uniformData) |
| { |
| const int elementSize = sizeof(T) * componentCount; |
| |
| uint8_t *dst = uniformData->data() + layoutInfo.offset; |
| if (layoutInfo.arrayStride == 0 || layoutInfo.arrayStride == elementSize) |
| { |
| uint32_t arrayOffset = arrayIndex * layoutInfo.arrayStride; |
| uint8_t *writePtr = dst + arrayOffset; |
| ASSERT(writePtr + (elementSize * count) <= uniformData->data() + uniformData->size()); |
| memcpy(writePtr, v, elementSize * count); |
| } |
| else |
| { |
| // Have to respect the arrayStride between each element of the array. |
| int maxIndex = arrayIndex + count; |
| for (int writeIndex = arrayIndex, readIndex = 0; writeIndex < maxIndex; |
| writeIndex++, readIndex++) |
| { |
| const int arrayOffset = writeIndex * layoutInfo.arrayStride; |
| uint8_t *writePtr = dst + arrayOffset; |
| const T *readPtr = v + (readIndex * componentCount); |
| ASSERT(writePtr + elementSize <= uniformData->data() + uniformData->size()); |
| memcpy(writePtr, readPtr, elementSize); |
| } |
| } |
| } |
| |
| template <typename T> |
| void ReadFromDefaultUniformBlock(int componentCount, |
| uint32_t arrayIndex, |
| T *dst, |
| const sh::BlockMemberInfo &layoutInfo, |
| const angle::MemoryBuffer *uniformData) |
| { |
| ASSERT(layoutInfo.offset != -1); |
| |
| const int elementSize = sizeof(T) * componentCount; |
| const uint8_t *source = uniformData->data() + layoutInfo.offset; |
| |
| if (layoutInfo.arrayStride == 0 || layoutInfo.arrayStride == elementSize) |
| { |
| const uint8_t *readPtr = source + arrayIndex * layoutInfo.arrayStride; |
| memcpy(dst, readPtr, elementSize); |
| } |
| else |
| { |
| // Have to respect the arrayStride between each element of the array. |
| const int arrayOffset = arrayIndex * layoutInfo.arrayStride; |
| const uint8_t *readPtr = source + arrayOffset; |
| memcpy(dst, readPtr, elementSize); |
| } |
| } |
| |
| class Std140BlockLayoutEncoderFactory : public gl::CustomBlockLayoutEncoderFactory |
| { |
| public: |
| sh::BlockLayoutEncoder *makeEncoder() override { return new sh::Std140BlockEncoder(); } |
| }; |
| |
| void SetupDefaultPipelineState(const ContextVk *contextVk, |
| size_t outputVariablesCount, |
| gl::PrimitiveMode mode, |
| vk::GraphicsPipelineDesc *graphicsPipelineDescOut) |
| { |
| graphicsPipelineDescOut->initDefaults(contextVk); |
| graphicsPipelineDescOut->setTopology(mode); |
| graphicsPipelineDescOut->setRenderPassSampleCount(1); |
| |
| constexpr angle::FormatID kDefaultColorAttachmentFormat = angle::FormatID::R8G8B8A8_UNORM; |
| for (size_t colorAttachmentIndex = 0; colorAttachmentIndex < outputVariablesCount; |
| colorAttachmentIndex++) |
| { |
| graphicsPipelineDescOut->setRenderPassColorAttachmentFormat(colorAttachmentIndex, |
| kDefaultColorAttachmentFormat); |
| } |
| } |
| } // anonymous namespace |
| |
| // ProgramVk implementation. |
| ProgramVk::ProgramVk(const gl::ProgramState &state) : ProgramImpl(state) |
| { |
| GlslangWrapperVk::ResetGlslangProgramInterfaceInfo(&mGlslangProgramInterfaceInfo); |
| } |
| |
| ProgramVk::~ProgramVk() = default; |
| |
| void ProgramVk::destroy(const gl::Context *context) |
| { |
| ContextVk *contextVk = vk::GetImpl(context); |
| reset(contextVk); |
| } |
| |
| void ProgramVk::reset(ContextVk *contextVk) |
| { |
| GlslangWrapperVk::ResetGlslangProgramInterfaceInfo(&mGlslangProgramInterfaceInfo); |
| |
| mExecutable.reset(contextVk); |
| } |
| |
| std::unique_ptr<rx::LinkEvent> ProgramVk::load(const gl::Context *context, |
| gl::BinaryInputStream *stream, |
| gl::InfoLog &infoLog) |
| { |
| ContextVk *contextVk = vk::GetImpl(context); |
| |
| reset(contextVk); |
| |
| return mExecutable.load(contextVk, mState.getExecutable(), stream); |
| } |
| |
| void ProgramVk::save(const gl::Context *context, gl::BinaryOutputStream *stream) |
| { |
| mExecutable.save(stream); |
| } |
| |
| void ProgramVk::setBinaryRetrievableHint(bool retrievable) |
| { |
| // Nothing to do here yet. |
| } |
| |
| void ProgramVk::setSeparable(bool separable) |
| { |
| // Nothing to do here yet. |
| } |
| |
| std::unique_ptr<LinkEvent> ProgramVk::link(const gl::Context *context, |
| const gl::ProgramLinkedResources &resources, |
| gl::InfoLog &infoLog, |
| const gl::ProgramMergedVaryings &mergedVaryings) |
| { |
| ANGLE_TRACE_EVENT0("gpu.angle", "ProgramVk::link"); |
| |
| ContextVk *contextVk = vk::GetImpl(context); |
| // Link resources before calling GetShaderSource to make sure they are ready for the set/binding |
| // assignment done in that function. |
| linkResources(resources); |
| |
| reset(contextVk); |
| mExecutable.clearVariableInfoMap(); |
| |
| // Gather variable info and compiled SPIR-V binaries. |
| gl::ShaderMap<const angle::spirv::Blob *> spirvBlobs; |
| GlslangWrapperVk::GetShaderCode(contextVk->getFeatures(), mState, resources, |
| &mGlslangProgramInterfaceInfo, &spirvBlobs, |
| &mExecutable.mVariableInfoMap); |
| |
| if (contextVk->getFeatures().enablePrecisionQualifiers.enabled) |
| { |
| mExecutable.resolvePrecisionMismatch(mergedVaryings); |
| } |
| |
| // Compile the shaders. |
| const gl::ProgramExecutable &programExecutable = mState.getExecutable(); |
| angle::Result status = mExecutable.mOriginalShaderInfo.initShaders( |
| programExecutable.getLinkedShaderStages(), spirvBlobs, mExecutable.mVariableInfoMap); |
| if (status != angle::Result::Continue) |
| { |
| return std::make_unique<LinkEventDone>(status); |
| } |
| |
| status = initDefaultUniformBlocks(context); |
| if (status != angle::Result::Continue) |
| { |
| return std::make_unique<LinkEventDone>(status); |
| } |
| |
| // TODO(jie.a.chen@intel.com): Parallelize linking. |
| // http://crbug.com/849576 |
| status = mExecutable.createPipelineLayout(contextVk, programExecutable, nullptr); |
| |
| // Create pipeline with default state |
| if ((status == angle::Result::Continue) && |
| contextVk->getFeatures().createPipelineDuringLink.enabled) |
| { |
| status = createGraphicsPipelineWithDefaultState(context); |
| } |
| |
| return std::make_unique<LinkEventDone>(status); |
| } |
| |
| angle::Result ProgramVk::createGraphicsPipelineWithDefaultState(const gl::Context *context) |
| { |
| const gl::ProgramExecutable &glExecutable = mState.getExecutable(); |
| |
| // NOOP if - |
| // 1. Program is separable |
| // 2. Program has a compute shader |
| // 3. Program has greater than 3 output variables |
| bool isProgramSeperable = mState.isSeparable(); |
| bool hasComputeShader = glExecutable.hasLinkedShaderStage(gl::ShaderType::Compute); |
| if (isProgramSeperable || hasComputeShader || glExecutable.getOutputVariables().size() > 3) |
| { |
| return angle::Result::Continue; |
| } |
| |
| ContextVk *contextVk = vk::GetImpl(context); |
| const vk::GraphicsPipelineDesc *descPtr = nullptr; |
| vk::PipelineHelper *pipeline = nullptr; |
| vk::GraphicsPipelineDesc graphicsPipelineDesc; |
| |
| // It is only at drawcall time that we will have complete information required to build the |
| // graphics pipeline descriptor. Use the most "commonly seen" state values and create the |
| // pipeline. This attempts to improve shader binary cache hits in the underlying ICD since it is |
| // common for the same shader to be used across different pipelines. |
| gl::PrimitiveMode mode = (glExecutable.hasLinkedShaderStage(gl::ShaderType::TessControl) || |
| glExecutable.hasLinkedShaderStage(gl::ShaderType::TessEvaluation)) |
| ? gl::PrimitiveMode::Patches |
| : gl::PrimitiveMode::TriangleStrip; |
| SetupDefaultPipelineState(contextVk, glExecutable.getOutputVariables().size(), mode, |
| &graphicsPipelineDesc); |
| return mExecutable.getGraphicsPipeline(contextVk, mode, graphicsPipelineDesc, glExecutable, |
| &descPtr, &pipeline); |
| } |
| |
| void ProgramVk::linkResources(const gl::ProgramLinkedResources &resources) |
| { |
| Std140BlockLayoutEncoderFactory std140EncoderFactory; |
| gl::ProgramLinkedResourcesLinker linker(&std140EncoderFactory); |
| |
| linker.linkResources(mState, resources); |
| } |
| |
| angle::Result ProgramVk::initDefaultUniformBlocks(const gl::Context *glContext) |
| { |
| ContextVk *contextVk = vk::GetImpl(glContext); |
| |
| // Process vertex and fragment uniforms into std140 packing. |
| gl::ShaderMap<sh::BlockLayoutMap> layoutMap; |
| gl::ShaderMap<size_t> requiredBufferSize; |
| requiredBufferSize.fill(0); |
| |
| generateUniformLayoutMapping(layoutMap, requiredBufferSize); |
| initDefaultUniformLayoutMapping(layoutMap); |
| |
| // All uniform initializations are complete, now resize the buffers accordingly and return |
| return mExecutable.resizeUniformBlockMemory(contextVk, mState.getExecutable(), |
| requiredBufferSize); |
| } |
| |
| void ProgramVk::generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap, |
| gl::ShaderMap<size_t> &requiredBufferSize) |
| { |
| const gl::ProgramExecutable &glExecutable = mState.getExecutable(); |
| |
| for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) |
| { |
| gl::Shader *shader = mState.getAttachedShader(shaderType); |
| |
| if (shader) |
| { |
| const std::vector<sh::ShaderVariable> &uniforms = shader->getUniforms(); |
| InitDefaultUniformBlock(uniforms, &layoutMap[shaderType], |
| &requiredBufferSize[shaderType]); |
| } |
| } |
| } |
| |
| void ProgramVk::initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap) |
| { |
| // Init the default block layout info. |
| const auto &uniforms = mState.getUniforms(); |
| const gl::ProgramExecutable &glExecutable = mState.getExecutable(); |
| |
| for (const gl::VariableLocation &location : mState.getUniformLocations()) |
| { |
| gl::ShaderMap<sh::BlockMemberInfo> layoutInfo; |
| |
| if (location.used() && !location.ignored) |
| { |
| const auto &uniform = uniforms[location.index]; |
| if (uniform.isInDefaultBlock() && !uniform.isSampler() && !uniform.isImage() && |
| !uniform.isFragmentInOut) |
| { |
| std::string uniformName = uniform.name; |
| if (uniform.isArray()) |
| { |
| // Gets the uniform name without the [0] at the end. |
| uniformName = gl::StripLastArrayIndex(uniformName); |
| ASSERT(uniformName.size() != uniform.name.size()); |
| } |
| |
| bool found = false; |
| |
| for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) |
| { |
| auto it = layoutMap[shaderType].find(uniformName); |
| if (it != layoutMap[shaderType].end()) |
| { |
| found = true; |
| layoutInfo[shaderType] = it->second; |
| } |
| } |
| |
| ASSERT(found); |
| } |
| } |
| |
| for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) |
| { |
| mExecutable.mDefaultUniformBlocks[shaderType]->uniformLayout.push_back( |
| layoutInfo[shaderType]); |
| } |
| } |
| } |
| |
| GLboolean ProgramVk::validate(const gl::Caps &caps, gl::InfoLog *infoLog) |
| { |
| // No-op. The spec is very vague about the behavior of validation. |
| return GL_TRUE; |
| } |
| |
| template <typename T> |
| void ProgramVk::setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType) |
| { |
| const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; |
| const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; |
| const gl::ProgramExecutable &glExecutable = mState.getExecutable(); |
| |
| ASSERT(!linkedUniform.isSampler()); |
| |
| if (linkedUniform.typeInfo->type == entryPointType) |
| { |
| for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) |
| { |
| DefaultUniformBlock &uniformBlock = *mExecutable.mDefaultUniformBlocks[shaderType]; |
| const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location]; |
| |
| // Assume an offset of -1 means the block is unused. |
| if (layoutInfo.offset == -1) |
| { |
| continue; |
| } |
| |
| const GLint componentCount = linkedUniform.typeInfo->componentCount; |
| UpdateDefaultUniformBlock(count, locationInfo.arrayIndex, componentCount, v, layoutInfo, |
| &uniformBlock.uniformData); |
| mExecutable.mDefaultUniformBlocksDirty.set(shaderType); |
| } |
| } |
| else |
| { |
| for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) |
| { |
| DefaultUniformBlock &uniformBlock = *mExecutable.mDefaultUniformBlocks[shaderType]; |
| const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location]; |
| |
| // Assume an offset of -1 means the block is unused. |
| if (layoutInfo.offset == -1) |
| { |
| continue; |
| } |
| |
| const GLint componentCount = linkedUniform.typeInfo->componentCount; |
| |
| ASSERT(linkedUniform.typeInfo->type == gl::VariableBoolVectorType(entryPointType)); |
| |
| GLint initialArrayOffset = |
| locationInfo.arrayIndex * layoutInfo.arrayStride + layoutInfo.offset; |
| for (GLint i = 0; i < count; i++) |
| { |
| GLint elementOffset = i * layoutInfo.arrayStride + initialArrayOffset; |
| GLint *dst = |
| reinterpret_cast<GLint *>(uniformBlock.uniformData.data() + elementOffset); |
| const T *source = v + i * componentCount; |
| |
| for (int c = 0; c < componentCount; c++) |
| { |
| dst[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE; |
| } |
| } |
| |
| mExecutable.mDefaultUniformBlocksDirty.set(shaderType); |
| } |
| } |
| } |
| |
| template <typename T> |
| void ProgramVk::getUniformImpl(GLint location, T *v, GLenum entryPointType) const |
| { |
| const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; |
| const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; |
| |
| ASSERT(!linkedUniform.isSampler() && !linkedUniform.isImage()); |
| |
| const gl::ShaderType shaderType = linkedUniform.getFirstShaderTypeWhereActive(); |
| ASSERT(shaderType != gl::ShaderType::InvalidEnum); |
| |
| const DefaultUniformBlock &uniformBlock = *mExecutable.mDefaultUniformBlocks[shaderType]; |
| const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location]; |
| |
| ASSERT(linkedUniform.typeInfo->componentType == entryPointType || |
| linkedUniform.typeInfo->componentType == gl::VariableBoolVectorType(entryPointType)); |
| |
| if (gl::IsMatrixType(linkedUniform.type)) |
| { |
| const uint8_t *ptrToElement = uniformBlock.uniformData.data() + layoutInfo.offset + |
| (locationInfo.arrayIndex * layoutInfo.arrayStride); |
| GetMatrixUniform(linkedUniform.type, v, reinterpret_cast<const T *>(ptrToElement), false); |
| } |
| else |
| { |
| ReadFromDefaultUniformBlock(linkedUniform.typeInfo->componentCount, locationInfo.arrayIndex, |
| v, layoutInfo, &uniformBlock.uniformData); |
| } |
| } |
| |
| void ProgramVk::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniformImpl(location, count, v, GL_FLOAT); |
| } |
| |
| void ProgramVk::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniformImpl(location, count, v, GL_FLOAT_VEC2); |
| } |
| |
| void ProgramVk::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniformImpl(location, count, v, GL_FLOAT_VEC3); |
| } |
| |
| void ProgramVk::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniformImpl(location, count, v, GL_FLOAT_VEC4); |
| } |
| |
| void ProgramVk::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; |
| const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; |
| if (linkedUniform.isSampler()) |
| { |
| // We could potentially cache some indexing here. For now this is a no-op since the mapping |
| // is handled entirely in ContextVk. |
| return; |
| } |
| |
| setUniformImpl(location, count, v, GL_INT); |
| } |
| |
| void ProgramVk::setUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniformImpl(location, count, v, GL_INT_VEC2); |
| } |
| |
| void ProgramVk::setUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniformImpl(location, count, v, GL_INT_VEC3); |
| } |
| |
| void ProgramVk::setUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniformImpl(location, count, v, GL_INT_VEC4); |
| } |
| |
| void ProgramVk::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniformImpl(location, count, v, GL_UNSIGNED_INT); |
| } |
| |
| void ProgramVk::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC2); |
| } |
| |
| void ProgramVk::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC3); |
| } |
| |
| void ProgramVk::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC4); |
| } |
| |
| template <int cols, int rows> |
| void ProgramVk::setUniformMatrixfv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; |
| const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; |
| const gl::ProgramExecutable &glExecutable = mState.getExecutable(); |
| |
| for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) |
| { |
| DefaultUniformBlock &uniformBlock = *mExecutable.mDefaultUniformBlocks[shaderType]; |
| const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location]; |
| |
| // Assume an offset of -1 means the block is unused. |
| if (layoutInfo.offset == -1) |
| { |
| continue; |
| } |
| |
| SetFloatUniformMatrixGLSL<cols, rows>::Run( |
| locationInfo.arrayIndex, linkedUniform.getArraySizeProduct(), count, transpose, value, |
| uniformBlock.uniformData.data() + layoutInfo.offset); |
| |
| mExecutable.mDefaultUniformBlocksDirty.set(shaderType); |
| } |
| } |
| |
| void ProgramVk::setUniformMatrix2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 2>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 3>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 4>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix2x3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 3>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix3x2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 2>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix2x4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 4>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix4x2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 2>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix3x4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 4>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::setUniformMatrix4x3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 3>(location, count, transpose, value); |
| } |
| |
| void ProgramVk::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const |
| { |
| getUniformImpl(location, params, GL_FLOAT); |
| } |
| |
| void ProgramVk::getUniformiv(const gl::Context *context, GLint location, GLint *params) const |
| { |
| getUniformImpl(location, params, GL_INT); |
| } |
| |
| void ProgramVk::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const |
| { |
| getUniformImpl(location, params, GL_UNSIGNED_INT); |
| } |
| } // namespace rx |