Daniel Bratell | 73941de | 2015-02-25 14:34:49 +0100 | [diff] [blame] | 1 | // |
| 2 | // Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved. |
| 3 | // Use of this source code is governed by a BSD-style license that can be |
| 4 | // found in the LICENSE file. |
| 5 | // |
| 6 | // blocklayout.h: |
| 7 | // Methods and classes related to uniform layout and packing in GLSL and HLSL. |
| 8 | // |
| 9 | |
| 10 | #ifndef COMMON_BLOCKLAYOUTHLSL_H_ |
| 11 | #define COMMON_BLOCKLAYOUTHLSL_H_ |
| 12 | |
| 13 | #include <cstddef> |
| 14 | #include <vector> |
| 15 | |
| 16 | #include "angle_gl.h" |
| 17 | #include "blocklayout.h" |
| 18 | #include <GLSLANG/ShaderLang.h> |
| 19 | |
| 20 | namespace sh |
| 21 | { |
| 22 | // Block layout packed according to the D3D9 or default D3D10+ register packing rules |
| 23 | // See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx |
| 24 | // The strategy should be ENCODE_LOOSE for D3D9 constant blocks, and ENCODE_PACKED |
| 25 | // for everything else (D3D10+ constant blocks and all attributes/varyings). |
| 26 | |
| 27 | class COMPILER_EXPORT HLSLBlockEncoder : public BlockLayoutEncoder |
| 28 | { |
| 29 | public: |
| 30 | enum HLSLBlockEncoderStrategy |
| 31 | { |
| 32 | ENCODE_PACKED, |
| 33 | ENCODE_LOOSE |
| 34 | }; |
| 35 | |
| 36 | HLSLBlockEncoder(HLSLBlockEncoderStrategy strategy); |
| 37 | |
| 38 | virtual void enterAggregateType(); |
| 39 | virtual void exitAggregateType(); |
| 40 | void skipRegisters(unsigned int numRegisters); |
| 41 | |
| 42 | bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; } |
| 43 | void setTransposeMatrices(bool enabled) { mTransposeMatrices = enabled; } |
| 44 | |
| 45 | static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType); |
| 46 | |
| 47 | protected: |
| 48 | virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut); |
| 49 | virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride); |
| 50 | |
| 51 | HLSLBlockEncoderStrategy mEncoderStrategy; |
| 52 | bool mTransposeMatrices; |
| 53 | }; |
| 54 | |
| 55 | // This method returns the number of used registers for a ShaderVariable. It is dependent on the HLSLBlockEncoder |
| 56 | // class to count the number of used registers in a struct (which are individually packed according to the same rules). |
| 57 | COMPILER_EXPORT unsigned int HLSLVariableRegisterCount(const Varying &variable, bool transposeMatrices); |
| 58 | COMPILER_EXPORT unsigned int HLSLVariableRegisterCount(const Uniform &variable, ShShaderOutput outputType); |
| 59 | |
| 60 | } |
| 61 | |
| 62 | #endif // COMMON_BLOCKLAYOUTHLSL_H_ |