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// 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.
#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
// 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
enum HLSLBlockEncoderStrategy
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);
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