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diff --git a/gfx/angle/src/libANGLE/renderer/d3d/ShaderD3D.h b/gfx/angle/src/libANGLE/renderer/d3d/ShaderD3D.h
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+++ b/gfx/angle/src/libANGLE/renderer/d3d/ShaderD3D.h
@@ -0,0 +1,84 @@
+//
+// Copyright (c) 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.
+//
+
+// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_SHADERD3D_H_
+#define LIBANGLE_RENDERER_D3D_SHADERD3D_H_
+
+#include "libANGLE/renderer/ShaderImpl.h"
+
+#include <map>
+
+namespace rx
+{
+class DynamicHLSL;
+class RendererD3D;
+struct D3DCompilerWorkarounds;
+struct D3DUniform;
+struct WorkaroundsD3D;
+
+class ShaderD3D : public ShaderImpl
+{
+ public:
+ ShaderD3D(const gl::ShaderState &data, const WorkaroundsD3D &workarounds);
+ virtual ~ShaderD3D();
+
+ // ShaderImpl implementation
+ ShCompileOptions prepareSourceAndReturnOptions(std::stringstream *sourceStream,
+ std::string *sourcePath) override;
+ bool postTranslateCompile(gl::Compiler *compiler, std::string *infoLog) override;
+ std::string getDebugInfo() const override;
+
+ // D3D-specific methods
+ void uncompile();
+
+ bool hasUniform(const D3DUniform *d3dUniform) const;
+
+ // Query regular uniforms with their name. Query sampler fields of structs with field selection
+ // using dot (.) operator.
+ unsigned int getUniformRegister(const std::string &uniformName) const;
+
+ unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
+ void appendDebugInfo(const std::string &info) const { mDebugInfo += info; }
+
+ void generateWorkarounds(D3DCompilerWorkarounds *workarounds) const;
+
+ bool usesMultipleRenderTargets() const { return mUsesMultipleRenderTargets; }
+ bool usesFragColor() const { return mUsesFragColor; }
+ bool usesFragData() const { return mUsesFragData; }
+ bool usesFragCoord() const { return mUsesFragCoord; }
+ bool usesFrontFacing() const { return mUsesFrontFacing; }
+ bool usesPointSize() const { return mUsesPointSize; }
+ bool usesPointCoord() const { return mUsesPointCoord; }
+ bool usesDepthRange() const { return mUsesDepthRange; }
+ bool usesFragDepth() const { return mUsesFragDepth; }
+
+ ShShaderOutput getCompilerOutputType() const;
+
+ private:
+ bool mUsesMultipleRenderTargets;
+ bool mUsesFragColor;
+ bool mUsesFragData;
+ bool mUsesFragCoord;
+ bool mUsesFrontFacing;
+ bool mUsesPointSize;
+ bool mUsesPointCoord;
+ bool mUsesDepthRange;
+ bool mUsesFragDepth;
+ bool mUsesDiscardRewriting;
+ bool mUsesNestedBreak;
+ bool mRequiresIEEEStrictCompiling;
+
+ ShShaderOutput mCompilerOutputType;
+ mutable std::string mDebugInfo;
+ std::map<std::string, unsigned int> mUniformRegisterMap;
+ std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
+ ShCompileOptions mAdditionalOptions;
+};
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_