| // | |
| // Copyright 2013 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. | |
| // | |
| // blocklayout.h: | |
| // Methods and classes related to uniform layout and packing in GLSL and HLSL. | |
| // | |
| #ifndef COMMON_BLOCKLAYOUTHLSL_H_ | |
| #define COMMON_BLOCKLAYOUTHLSL_H_ | |
| #include <cstddef> | |
| #include <vector> | |
| #include <GLSLANG/ShaderLang.h> | |
| #include "angle_gl.h" | |
| #include "blocklayout.h" | |
| namespace sh | |
| { | |
| // Block layout packed according to the D3D9 or default D3D10+ register packing rules | |
| // See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx | |
| // The strategy should be ENCODE_LOOSE for D3D9 constant blocks, and ENCODE_PACKED | |
| // for everything else (D3D10+ constant blocks and all attributes/varyings). | |
| class HLSLBlockEncoder : public BlockLayoutEncoder | |
| { | |
| public: | |
| enum HLSLBlockEncoderStrategy | |
| { | |
| ENCODE_PACKED, | |
| ENCODE_LOOSE | |
| }; | |
| HLSLBlockEncoder(HLSLBlockEncoderStrategy strategy, bool transposeMatrices); | |
| void enterAggregateType(const ShaderVariable &structVar) override; | |
| void exitAggregateType(const ShaderVariable &structVar) override; | |
| void skipRegisters(unsigned int numRegisters); | |
| bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; } | |
| static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType); | |
| protected: | |
| void getBlockLayoutInfo(GLenum type, | |
| const std::vector<unsigned int> &arraySizes, | |
| bool isRowMajorMatrix, | |
| int *arrayStrideOut, | |
| int *matrixStrideOut) override; | |
| void advanceOffset(GLenum type, | |
| const std::vector<unsigned int> &arraySizes, | |
| bool isRowMajorMatrix, | |
| int arrayStride, | |
| int matrixStride) override; | |
| HLSLBlockEncoderStrategy mEncoderStrategy; | |
| bool mTransposeMatrices; | |
| }; | |
| // This method returns the number of used registers for a ShaderVariable. It is dependent on the | |
| // HLSLBlockEncoder class to count the number of used registers in a struct (which are individually | |
| // packed according to the same rules). | |
| unsigned int HLSLVariableRegisterCount(const ShaderVariable &variable, ShShaderOutput outputType); | |
| } // namespace sh | |
| #endif // COMMON_BLOCKLAYOUTHLSL_H_ |