blob: a0220dccb706ba5cfd887d856398be2e1ece5c5d [file] [log] [blame]
//
// Copyright (c) 2013-2014 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 "angle_gl.h"
#include "blocklayout.h"
#include <GLSLANG/ShaderLang.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);
virtual void enterAggregateType();
virtual void exitAggregateType();
void skipRegisters(unsigned int numRegisters);
bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; }
static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType);
protected:
virtual void getBlockLayoutInfo(GLenum type,
unsigned int arraySize,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut);
virtual void advanceOffset(GLenum type,
unsigned int arraySize,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride);
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 Uniform &variable, ShShaderOutput outputType);
}
#endif // COMMON_BLOCKLAYOUTHLSL_H_