| // |
| // 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 <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 Uniform &variable, ShShaderOutput outputType); |
| } // namespace sh |
| |
| #endif // COMMON_BLOCKLAYOUTHLSL_H_ |