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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.
//
// DynamicHLSL.h: Interface for link and run-time HLSL generation
//
#ifndef LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
#define LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
#include "common/angleutils.h"
#include "libGLESv2/constants.h"
#include "angle_gl.h"
#include <vector>
#include <map>
namespace rx
{
class Renderer;
}
namespace sh
{
struct Attribute;
struct ShaderVariable;
}
namespace gl
{
class InfoLog;
struct VariableLocation;
struct LinkedVarying;
struct VertexAttribute;
struct VertexFormat;
struct PackedVarying;
}
namespace rx
{
class Renderer;
class ShaderD3D;
typedef const gl::PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4];
struct PixelShaderOutputVariable
{
GLenum type;
std::string name;
std::string source;
size_t outputIndex;
};
class DynamicHLSL
{
public:
explicit DynamicHLSL(rx::Renderer *const renderer);
int packVaryings(gl::InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader,
rx::ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
std::string generateVertexShaderForInputLayout(const std::string &sourceShader, const gl::VertexFormat inputLayout[],
const sh::Attribute shaderAttributes[]) const;
std::string generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
bool usesFragDepth, const std::vector<GLenum> &outputLayout) const;
bool generateShaderLinkHLSL(gl::InfoLog &infoLog, int registers, const VaryingPacking packing,
std::string& pixelHLSL, std::string& vertexHLSL,
rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings,
std::vector<gl::LinkedVarying> *linkedVaryings,
std::map<int, gl::VariableLocation> *programOutputVars,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
bool *outUsesFragDepth) const;
std::string generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
private:
DISALLOW_COPY_AND_ASSIGN(DynamicHLSL);
rx::Renderer *const mRenderer;
struct SemanticInfo;
std::string getVaryingSemantic(bool pointSize) const;
SemanticInfo getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord, bool pointSize,
bool pixelShader) const;
std::string generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const;
std::string generateVaryingHLSL(const ShaderD3D *shader) const;
void storeUserLinkedVaryings(const rx::ShaderD3D *vertexShader, std::vector<gl::LinkedVarying> *linkedVaryings) const;
void storeBuiltinLinkedVaryings(const SemanticInfo &info, std::vector<gl::LinkedVarying> *linkedVaryings) const;
void defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, gl::VariableLocation> *programOutputVars) const;
std::string generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
// Prepend an underscore
static std::string decorateVariable(const std::string &name);
std::string generateAttributeConversionHLSL(const gl::VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const;
};
}
#endif // LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_