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Diffstat (limited to 'gfx/angle/src/compiler/translator/blocklayoutHLSL.h')
-rwxr-xr-x | gfx/angle/src/compiler/translator/blocklayoutHLSL.h | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/gfx/angle/src/compiler/translator/blocklayoutHLSL.h b/gfx/angle/src/compiler/translator/blocklayoutHLSL.h new file mode 100755 index 000000000..8d98847bd --- /dev/null +++ b/gfx/angle/src/compiler/translator/blocklayoutHLSL.h @@ -0,0 +1,61 @@ +// +// Copyright (c) 2013-2014 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. +// +// blocklayout.h: +// Methods and classes related to uniform layout and packing in GLSL and HLSL. +// + +#ifndef COMMON_BLOCKLAYOUTHLSL_H_ +#define COMMON_BLOCKLAYOUTHLSL_H_ + +#include <cstddef> +#include <vector> + +#include "angle_gl.h" +#include "blocklayout.h" +#include <GLSLANG/ShaderLang.h> + +namespace sh +{ +// Block layout packed according to the D3D9 or default D3D10+ register packing rules +// See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx +// The strategy should be ENCODE_LOOSE for D3D9 constant blocks, and ENCODE_PACKED +// for everything else (D3D10+ constant blocks and all attributes/varyings). + +class HLSLBlockEncoder : public BlockLayoutEncoder +{ + public: + enum HLSLBlockEncoderStrategy + { + ENCODE_PACKED, + ENCODE_LOOSE + }; + + HLSLBlockEncoder(HLSLBlockEncoderStrategy strategy); + + virtual void enterAggregateType(); + virtual void exitAggregateType(); + void skipRegisters(unsigned int numRegisters); + + bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; } + void setTransposeMatrices(bool enabled) { mTransposeMatrices = enabled; } + + static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType); + + protected: + virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut); + virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride); + + HLSLBlockEncoderStrategy mEncoderStrategy; + bool mTransposeMatrices; +}; + +// This method returns the number of used registers for a ShaderVariable. It is dependent on the HLSLBlockEncoder +// class to count the number of used registers in a struct (which are individually packed according to the same rules). +unsigned int HLSLVariableRegisterCount(const Varying &variable, bool transposeMatrices); +unsigned int HLSLVariableRegisterCount(const Uniform &variable, ShShaderOutput outputType); +} + +#endif // COMMON_BLOCKLAYOUTHLSL_H_ |