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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 LIBGLESV2_RENDERER_SHADERD3D_H_
#define LIBGLESV2_RENDERER_SHADERD3D_H_
#include "libGLESv2/renderer/ShaderImpl.h"
#include "libGLESv2/Shader.h"
#include <map>
namespace rx
{
class DynamicHLSL;
class Renderer;
class ShaderD3D : public ShaderImpl
{
friend class DynamicHLSL;
public:
ShaderD3D(GLenum type, rx::Renderer *renderer);
virtual ~ShaderD3D();
static ShaderD3D *makeShaderD3D(ShaderImpl *impl);
static const ShaderD3D *makeShaderD3D(const ShaderImpl *impl);
// ShaderImpl implementation
const std::string &getInfoLog() const { return mInfoLog; }
const std::string &getTranslatedSource() const { return mHlsl; }
// D3D-specific methods
virtual void uncompile();
void resetVaryingsRegisterAssignment();
unsigned int getUniformRegister(const std::string &uniformName) const;
unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
int getSemanticIndex(const std::string &attributeName) const;
rx::D3DWorkaroundType getD3DWorkarounds() const;
int getShaderVersion() const { return mShaderVersion; }
bool usesDepthRange() const { return mUsesDepthRange; }
bool usesPointSize() const { return mUsesPointSize; }
static void releaseCompiler();
static ShShaderOutput getCompilerOutputType(GLenum shader);
virtual bool compile(const std::string &source);
private:
DISALLOW_COPY_AND_ASSIGN(ShaderD3D);
void compileToHLSL(void *compiler, const std::string &source);
void parseVaryings(void *compiler);
void initializeCompiler();
void parseAttributes(void *compiler);
void *getCompiler();
static bool compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y);
static void *mFragmentCompiler;
static void *mVertexCompiler;
GLenum mType;
rx::Renderer *mRenderer;
int mShaderVersion;
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
std::string mHlsl;
std::string mInfoLog;
std::map<std::string, unsigned int> mUniformRegisterMap;
std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
};
}
#endif // LIBGLESV2_RENDERER_SHADERD3D_H_