Flatten uniform arrays

This checkin adds a --flatten-uniform-arrays option which can break
uniform arrays of samplers, textures, or UBOs up into individual
scalars named (e.g) myarray[0], myarray[1], etc.  These appear as
individual linkage objects.

Code notes:

- shouldFlatten internally calls shouldFlattenIO, and shouldFlattenUniform,
  but is the only flattening query directly called.

- flattenVariable will handle structs or arrays (but not yet arrayed structs;
  this is tested an an error is generated).

- There's some error checking around unhandled situations.  E.g, flattening
  uniform arrays with initializer lists is not implemented.

- This piggybacks on as much of the existing mechanism for struct flattening
  as it can.  E.g, it uses the same flattenMap, and the same
  flattenAccess() method.

- handleAssign() has been generalized to cope with either structs or arrays.

- Extended test infrastructure to test flattening ability.
This commit is contained in:
steve-lunarg 2016-09-16 13:26:37 -06:00
parent 6714bcc2ca
commit e0b9debda2
11 changed files with 872 additions and 46 deletions

View file

@ -1493,6 +1493,8 @@ void TShader::setShiftSamplerBinding(unsigned int base) { intermediate->setShift
void TShader::setShiftTextureBinding(unsigned int base) { intermediate->setShiftTextureBinding(base); }
void TShader::setShiftUboBinding(unsigned int base) { intermediate->setShiftUboBinding(base); }
void TShader::setAutoMapBindings(bool map) { intermediate->setAutoMapBindings(map); }
void TShader::setFlattenUniformArrays(bool flatten) { intermediate->setFlattenUniformArrays(flatten); }
//
// Turn the shader strings into a parse tree in the TIntermediate.
//