Flutter Engine
The Flutter Engine
Classes | Public Member Functions | List of all members
impeller::BufferBindingsGLES Class Reference

Sets up stage bindings for single draw call in the OpenGLES backend. More...

#include <buffer_bindings_gles.h>

Public Member Functions

 BufferBindingsGLES ()
 
 ~BufferBindingsGLES ()
 
bool RegisterVertexStageInput (const ProcTableGLES &gl, const std::vector< ShaderStageIOSlot > &inputs, const std::vector< ShaderStageBufferLayout > &layouts)
 
bool ReadUniformsBindings (const ProcTableGLES &gl, GLuint program)
 
bool BindVertexAttributes (const ProcTableGLES &gl, size_t vertex_offset) const
 
bool BindUniformData (const ProcTableGLES &gl, Allocator &transients_allocator, const Bindings &vertex_bindings, const Bindings &fragment_bindings)
 
bool UnbindVertexAttributes (const ProcTableGLES &gl) const
 

Detailed Description

Sets up stage bindings for single draw call in the OpenGLES backend.

Definition at line 22 of file buffer_bindings_gles.h.

Constructor & Destructor Documentation

◆ BufferBindingsGLES()

impeller::BufferBindingsGLES::BufferBindingsGLES ( )
default

◆ ~BufferBindingsGLES()

impeller::BufferBindingsGLES::~BufferBindingsGLES ( )
default

Member Function Documentation

◆ BindUniformData()

bool impeller::BufferBindingsGLES::BindUniformData ( const ProcTableGLES gl,
Allocator transients_allocator,
const Bindings vertex_bindings,
const Bindings fragment_bindings 
)

Definition at line 162 of file buffer_bindings_gles.cc.

165 {
166 for (const auto& buffer : vertex_bindings.buffers) {
167 if (!BindUniformBuffer(gl, transients_allocator, buffer.view)) {
168 return false;
169 }
170 }
171 for (const auto& buffer : fragment_bindings.buffers) {
172 if (!BindUniformBuffer(gl, transients_allocator, buffer.view)) {
173 return false;
174 }
175 }
176
177 std::optional<size_t> next_unit_index =
178 BindTextures(gl, vertex_bindings, ShaderStage::kVertex);
179 if (!next_unit_index.has_value()) {
180 return false;
181 }
182
183 if (!BindTextures(gl, fragment_bindings, ShaderStage::kFragment,
184 *next_unit_index)
185 .has_value()) {
186 return false;
187 }
188
189 return true;
190}
DEF_SWITCHES_START aot vmservice shared library Name of the *so containing AOT compiled Dart assets for launching the service isolate vm snapshot The VM snapshot data that will be memory mapped as read only SnapshotAssetPath must be present isolate snapshot The isolate snapshot data that will be memory mapped as read only SnapshotAssetPath must be present cache dir Path to the cache directory This is different from the persistent_cache_path in embedder which is used for Skia shader cache icu native lib Path to the library file that exports the ICU data vm service The hostname IP address on which the Dart VM Service should be served If not defaults to or::depending on whether ipv6 is specified vm service A custom Dart VM Service port The default is to pick a randomly available open port disable vm Disable the Dart VM Service The Dart VM Service is never available in release mode disable vm service Disable mDNS Dart VM Service publication Bind to the IPv6 localhost address for the Dart VM Service Ignored if vm service host is set endless trace buffer
Definition: switches.h:126
gl
Definition: malisc.py:41

◆ BindVertexAttributes()

bool impeller::BufferBindingsGLES::BindVertexAttributes ( const ProcTableGLES gl,
size_t  vertex_offset 
) const

Definition at line 145 of file buffer_bindings_gles.cc.

146 {
147 for (const auto& array : vertex_attrib_arrays_) {
148 gl.EnableVertexAttribArray(array.index);
149 gl.VertexAttribPointer(array.index, // index
150 array.size, // size (must be 1, 2, 3, or 4)
151 array.type, // type
152 array.normalized, // normalized
153 array.stride, // stride
154 reinterpret_cast<const GLvoid*>(static_cast<GLsizei>(
155 vertex_offset + array.offset)) // pointer
156 );
157 }
158
159 return true;
160}

◆ ReadUniformsBindings()

bool impeller::BufferBindingsGLES::ReadUniformsBindings ( const ProcTableGLES gl,
GLuint  program 
)

Definition at line 89 of file buffer_bindings_gles.cc.

90 {
91 if (!gl.IsProgram(program)) {
92 return false;
93 }
94 GLint max_name_size = 0;
95 gl.GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_name_size);
96
97 GLint uniform_count = 0;
98 gl.GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniform_count);
99
100 // Query the Program for all active uniform locations, and
101 // record this via normalized key.
102 for (GLint i = 0; i < uniform_count; i++) {
103 std::vector<GLchar> name;
104 name.resize(max_name_size);
105 GLsizei written_count = 0u;
106 GLint uniform_var_size = 0u;
107 GLenum uniform_type = GL_FLOAT;
108 // Note: Active uniforms are defined as uniforms that may have an impact on
109 // the output of the shader. Drivers are allowed to (and often do)
110 // optimize out unused uniforms.
111 gl.GetActiveUniform(program, // program
112 i, // index
113 max_name_size, // buffer_size
114 &written_count, // length
115 &uniform_var_size, // size
116 &uniform_type, // type
117 name.data() // name
118 );
119
120 // Skip unrecognized variables generated by ANGLE.
121 if (gl.GetCapabilities()->IsANGLE()) {
122 if (written_count >=
123 static_cast<GLsizei>(kAngleInputAttachmentPrefix.length()) &&
124 std::string_view(name.data(), kAngleInputAttachmentPrefix.length()) ==
126 continue;
127 }
128 }
129
130 auto location = gl.GetUniformLocation(program, name.data());
131 if (location == -1) {
132 VALIDATION_LOG << "Could not query the location of an active uniform.";
133 return false;
134 }
135 if (written_count <= 0) {
136 VALIDATION_LOG << "Uniform name could not be read for active uniform.";
137 return false;
138 }
139 uniform_locations_[NormalizeUniformKey(std::string{
140 name.data(), static_cast<size_t>(written_count)})] = location;
141 }
142 return true;
143}
DEF_SWITCHES_START aot vmservice shared library name
Definition: switches.h:32
static constexpr std::string_view kAngleInputAttachmentPrefix
static std::string NormalizeUniformKey(const std::string &key)
#define VALIDATION_LOG
Definition: validation.h:73

◆ RegisterVertexStageInput()

bool impeller::BufferBindingsGLES::RegisterVertexStageInput ( const ProcTableGLES gl,
const std::vector< ShaderStageIOSlot > &  inputs,
const std::vector< ShaderStageBufferLayout > &  layouts 
)

Definition at line 28 of file buffer_bindings_gles.cc.

31 {
32 std::vector<VertexAttribPointer> vertex_attrib_arrays;
33 for (auto i = 0u; i < p_inputs.size(); i++) {
34 const auto& input = p_inputs[i];
35 const auto& layout = layouts[input.binding];
36 VertexAttribPointer attrib;
37 attrib.index = input.location;
38 // Component counts must be 1, 2, 3 or 4. Do that validation now.
39 if (input.vec_size < 1u || input.vec_size > 4u) {
40 return false;
41 }
42 attrib.size = input.vec_size;
43 auto type = ToVertexAttribType(input.type);
44 if (!type.has_value()) {
45 return false;
46 }
47 attrib.type = type.value();
48 attrib.normalized = GL_FALSE;
49 attrib.offset = input.offset;
50 attrib.stride = layout.stride;
51 vertex_attrib_arrays.emplace_back(attrib);
52 }
53 vertex_attrib_arrays_ = std::move(vertex_attrib_arrays);
54 return true;
55}
GLenum type
constexpr std::optional< GLenum > ToVertexAttribType(ShaderType type)
Definition: formats_gles.h:138

◆ UnbindVertexAttributes()

bool impeller::BufferBindingsGLES::UnbindVertexAttributes ( const ProcTableGLES gl) const

Definition at line 192 of file buffer_bindings_gles.cc.

192 {
193 for (const auto& array : vertex_attrib_arrays_) {
194 gl.DisableVertexAttribArray(array.index);
195 }
196 return true;
197}

The documentation for this class was generated from the following files: