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//
// 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
int 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;
int mAdditionalOptions;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_
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