void Context::ResolveStandaloneUniforms()
{
- auto& gl = *mImpl->mController.GetGL();
-
// Find reflection for program
const auto program = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
+ const auto ptr = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
- const auto& reflection = program->GetReflection();
-
- auto extraInfos = reflection.GetStandaloneUniformExtraInfo();
-
- const auto ptr = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
-
- for(const auto& info : extraInfos)
- {
- auto type = GLTypeConversion(info.type).type;
- auto offset = info.offset;
- switch(type)
- {
- case GLType::FLOAT_VEC2:
- {
- gl.Uniform2fv(info.location, info.arraySize, reinterpret_cast<const float*>(&ptr[offset]));
- break;
- }
- case GLType::FLOAT_VEC3:
- {
- gl.Uniform3fv(info.location, info.arraySize, reinterpret_cast<const float*>(&ptr[offset]));
- break;
- }
- case GLType::FLOAT_VEC4:
- {
- gl.Uniform4fv(info.location, info.arraySize, reinterpret_cast<const float*>(&ptr[offset]));
- break;
- }
- case GLType::INT_VEC2:
- {
- gl.Uniform2iv(info.location, info.arraySize, reinterpret_cast<const GLint*>(&ptr[offset]));
- break;
- }
- case GLType::INT_VEC3:
- {
- gl.Uniform3iv(info.location, info.arraySize, reinterpret_cast<const GLint*>(&ptr[offset]));
- break;
- }
- case GLType::INT_VEC4:
- {
- gl.Uniform4iv(info.location, info.arraySize, reinterpret_cast<const GLint*>(&ptr[offset]));
- break;
- }
- case GLType::BOOL:
- {
- // not supported by DALi
- break;
- }
- case GLType::BOOL_VEC2:
- {
- // not supported by DALi
- break;
- }
- case GLType::BOOL_VEC3:
- {
- // not supported by DALi
- break;
- }
- case GLType::BOOL_VEC4:
- {
- // not supported by DALi
- break;
- }
- case GLType::FLOAT:
- {
- gl.Uniform1fv(info.location, info.arraySize, reinterpret_cast<const float*>(&ptr[offset]));
- break;
- }
- case GLType::FLOAT_MAT2:
- {
- gl.UniformMatrix2fv(info.location, info.arraySize, GL_FALSE, reinterpret_cast<const float*>(&ptr[offset]));
- break;
- }
- case GLType::FLOAT_MAT3:
- {
- gl.UniformMatrix3fv(info.location, info.arraySize, GL_FALSE, reinterpret_cast<const float*>(&ptr[offset]));
- break;
- }
- case GLType::FLOAT_MAT4:
- {
- gl.UniformMatrix4fv(info.location, info.arraySize, GL_FALSE, reinterpret_cast<const float*>(&ptr[offset]));
- break;
- }
- case GLType::SAMPLER_2D:
- {
- break;
- }
- case GLType::SAMPLER_CUBE:
- {
- break;
- }
- default:
- {
- }
- }
- }
+ // Update program uniforms
+ program->GetImplementation()->UpdateStandaloneUniformBlock(ptr);
}
void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
namespace Dali::Graphics::GLES
{
+using Integration::GlAbstraction;
+
+/**
+ * Structure stores pointer to the function
+ * which will set the uniform of particular type
+ */
+struct UniformSetter
+{
+ union
+ {
+ void (GlAbstraction::*uniformfProc)(GLint, GLsizei, const float*);
+ void (GlAbstraction::*uniformiProc)(GLint, GLsizei, const int*);
+ void (GlAbstraction::*uniformMatrixProc)(GLint, GLsizei, GLboolean, const float*);
+ };
+
+ enum class Type
+ {
+ UNDEFINED = 0,
+ FLOAT,
+ INT,
+ MATRIX
+ };
+
+ Type type;
+};
+
struct ProgramImpl::Impl
{
explicit Impl(EglGraphicsController& _controller, const ProgramCreateInfo& info)
uint32_t refCount{0u};
std::unique_ptr<GLES::Reflection> reflection{nullptr};
+
+ // Uniform cache
+ std::vector<uint8_t> uniformData;
+
+ // List of standalone uniform setters
+ std::vector<UniformSetter> uniformSetters;
};
ProgramImpl::ProgramImpl(const Graphics::ProgramCreateInfo& createInfo, Graphics::EglGraphicsController& controller)
mImpl->reflection->BuildUniformReflection();
mImpl->reflection->BuildVertexAttributeReflection();
+ // populate uniform cache memory for standalone uniforms (it's not needed
+ // for real UBOs as real UBOs work with whole memory blocks)
+ auto& reflection = mImpl->reflection;
+ if(!reflection->GetStandaloneUniformExtraInfo().empty())
+ {
+ UniformBlockInfo blockInfo;
+ mImpl->reflection->GetUniformBlock(0, blockInfo);
+ auto uniformCacheSize = blockInfo.size;
+ mImpl->uniformData.resize(uniformCacheSize);
+
+ std::fill(mImpl->uniformData.begin(), mImpl->uniformData.end(), 0);
+
+ BuildStandaloneUniformCache();
+ }
return true;
}
return mImpl->createInfo;
}
+void ProgramImpl::UpdateStandaloneUniformBlock(const char* ptr)
+{
+ const auto& reflection = GetReflection();
+
+ const auto& extraInfos = reflection.GetStandaloneUniformExtraInfo();
+
+ auto& gl = *GetController().GetGL();
+
+ // Set uniforms
+ int index = 0;
+ auto cachePtr = reinterpret_cast<char*>(mImpl->uniformData.data());
+ for(const auto& info : extraInfos)
+ {
+ auto& setter = mImpl->uniformSetters[index++];
+
+ auto offset = info.offset;
+ switch(setter.type)
+ {
+ case UniformSetter::Type::FLOAT:
+ {
+ if(0 != memcmp(&cachePtr[offset], &ptr[offset], info.size * info.arraySize))
+ {
+ (gl.*(setter.uniformfProc))(info.location, info.arraySize, reinterpret_cast<const float*>(&ptr[offset]));
+ memcpy(&cachePtr[offset], &ptr[offset], info.size * info.arraySize);
+ }
+ break;
+ }
+ case UniformSetter::Type::INT:
+ {
+ if(0 != memcmp(&cachePtr[offset], &ptr[offset], info.size * info.arraySize))
+ {
+ (gl.*(setter.uniformiProc))(info.location, info.arraySize, reinterpret_cast<const int*>(&ptr[offset]));
+ memcpy(&cachePtr[offset], &ptr[offset], info.size * info.arraySize);
+ }
+ break;
+ }
+ case UniformSetter::Type::MATRIX:
+ {
+ if(0 != memcmp(&cachePtr[offset], &ptr[offset], info.size * info.arraySize))
+ {
+ (gl.*(setter.uniformMatrixProc))(info.location, info.arraySize, GL_FALSE, reinterpret_cast<const float*>(&ptr[offset]));
+ memcpy(&cachePtr[offset], &ptr[offset], info.size * info.arraySize);
+ }
+ break;
+ }
+ case UniformSetter::Type::UNDEFINED:
+ {
+ }
+ }
+ }
+}
+
+void ProgramImpl::BuildStandaloneUniformCache()
+{
+ const auto& reflection = GetReflection();
+ const auto& extraInfos = reflection.GetStandaloneUniformExtraInfo();
+
+ // Prepare pointers to the uniform setter calls
+ mImpl->uniformSetters.resize(extraInfos.size());
+ int index = 0;
+ for(const auto& info : extraInfos)
+ {
+ auto type = GLTypeConversion(info.type).type;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::UNDEFINED;
+ switch(type)
+ {
+ case GLType::FLOAT_VEC2:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform2fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::FLOAT_VEC3:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform3fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::FLOAT_VEC4:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform4fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::INT_VEC2:
+ {
+ mImpl->uniformSetters[index].uniformiProc = &GlAbstraction::Uniform2iv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::INT;
+ break;
+ }
+ case GLType::INT_VEC3:
+ {
+ mImpl->uniformSetters[index].uniformiProc = &GlAbstraction::Uniform3iv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::INT;
+ break;
+ }
+ case GLType::INT_VEC4:
+ {
+ mImpl->uniformSetters[index].uniformiProc = &GlAbstraction::Uniform4iv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::INT;
+ break;
+ }
+ case GLType::BOOL:
+ case GLType::BOOL_VEC2:
+ case GLType::BOOL_VEC3:
+ case GLType::BOOL_VEC4:
+ case GLType::FLOAT:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform1fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::FLOAT_MAT2:
+ {
+ mImpl->uniformSetters[index].uniformMatrixProc = &GlAbstraction::UniformMatrix2fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::MATRIX;
+ break;
+ }
+ case GLType::FLOAT_MAT3:
+ {
+ mImpl->uniformSetters[index].uniformMatrixProc = &GlAbstraction::UniformMatrix3fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::MATRIX;
+ break;
+ }
+ case GLType::FLOAT_MAT4:
+ {
+ mImpl->uniformSetters[index].uniformMatrixProc = &GlAbstraction::UniformMatrix4fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::MATRIX;
+ break;
+ }
+ case GLType::SAMPLER_2D:
+ case GLType::SAMPLER_CUBE:
+ default:
+ {
+ }
+ }
+ index++;
+ }
+}
+
Program::~Program()
{
// Destroy GL resources of implementation. This should happen