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//
// Copyright 2016 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.
//
// TextureFunctionHLSL: Class for writing implementations of ESSL texture functions into HLSL
// output. Some of the implementations are straightforward and just call the HLSL equivalent of the
// ESSL texture function, others do more work to emulate ESSL texture sampling or size query
// behavior.
//
#ifndef COMPILER_TRANSLATOR_TEXTUREFUNCTIONHLSL_H_
#define COMPILER_TRANSLATOR_TEXTUREFUNCTIONHLSL_H_
#include <set>
#include "GLSLANG/ShaderLang.h"
#include "compiler/translator/BaseTypes.h"
#include "compiler/translator/Common.h"
#include "compiler/translator/InfoSink.h"
namespace sh
{
class TextureFunctionHLSL final : angle::NonCopyable
{
public:
struct TextureFunction
{
// See ESSL 3.00.6 section 8.8 for reference about what the different methods below do.
enum Method
{
IMPLICIT, // Mipmap LOD determined implicitly (standard lookup)
BIAS,
LOD,
LOD0,
LOD0BIAS,
SIZE, // textureSize()
FETCH,
GRAD,
GATHER
};
ImmutableString name() const;
bool operator<(const TextureFunction &rhs) const;
const char *getReturnType() const;
TBasicType sampler;
int coords;
bool proj;
bool offset;
Method method;
};
// Returns the name of the texture function implementation to call.
// The name that's passed in is the name of the GLSL texture function that it should implement.
ImmutableString useTextureFunction(const ImmutableString &name,
TBasicType samplerType,
int coords,
size_t argumentCount,
bool lod0,
sh::GLenum shaderType);
void textureFunctionHeader(TInfoSinkBase &out,
const ShShaderOutput outputType,
bool getDimensionsIgnoresBaseLevel);
private:
typedef std::set<TextureFunction> TextureFunctionSet;
TextureFunctionSet mUsesTexture;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_TEXTUREFUNCTIONHLSL_H_