ES31: Implement bindImageTexture binds a single layer on D3D backend
Dynamically generate image2D variables' declaration and function
definition in libANGLE.
Bug: angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159
Reviewed-on: https://chromium-review.googlesource.com/c/1142885
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/ShaderLang.cpp b/src/compiler/translator/ShaderLang.cpp
index 2d1cceb..b683966 100644
--- a/src/compiler/translator/ShaderLang.cpp
+++ b/src/compiler/translator/ShaderLang.cpp
@@ -554,6 +554,42 @@
#endif // ANGLE_ENABLE_HLSL
}
+unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle)
+{
+#ifdef ANGLE_ENABLE_HLSL
+ TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle);
+ ASSERT(translator);
+
+ return translator->getReadonlyImage2DRegisterIndex();
+#else
+ return 0;
+#endif // ANGLE_ENABLE_HLSL
+}
+
+unsigned int GetImage2DRegisterIndex(const ShHandle handle)
+{
+#ifdef ANGLE_ENABLE_HLSL
+ TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle);
+ ASSERT(translator);
+
+ return translator->getImage2DRegisterIndex();
+#else
+ return 0;
+#endif // ANGLE_ENABLE_HLSL
+}
+
+const std::set<std::string> *GetUsedImage2DFunctionNames(const ShHandle handle)
+{
+#ifdef ANGLE_ENABLE_HLSL
+ TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle);
+ ASSERT(translator);
+
+ return translator->getUsedImage2DFunctionNames();
+#else
+ return nullptr;
+#endif // ANGLE_ENABLE_HLSL
+}
+
bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle)
{
ASSERT(handle);