Hash :
f3179a6a
Author :
Date :
2018-07-12T16:22:06
ES31: Implement bindImageTexture binds a single layer on D3D backend Dynamically generate image2D variables' declaration and function definition in libANGLE. Bug: angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159 Reviewed-on: https://chromium-review.googlesource.com/c/1142885 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2019 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.
//
// DynamicImage2DHLSL.h: Interface for link and run-time HLSL generation
//
#ifndef LIBANGLE_RENDERER_D3D_DYNAMICIMAGE2DHLSL_H_
#define LIBANGLE_RENDERER_D3D_DYNAMICIMAGE2DHLSL_H_
#include "common/angleutils.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace rx
{
std::string generateShaderForImage2DBindSignature(
const d3d::Context *context,
ProgramD3D &programD3D,
const gl::ProgramState &programData,
gl::ShaderType shaderType,
std::vector<sh::Uniform> &image2DUniforms,
const gl::ImageUnitTextureTypeMap &image2DBindLayout);
inline std::string GenerateComputeShaderForImage2DBindSignature(
const d3d::Context *context,
ProgramD3D &programD3D,
const gl::ProgramState &programData,
std::vector<sh::Uniform> &image2DUniforms,
const gl::ImageUnitTextureTypeMap &image2DBindLayout)
{
return generateShaderForImage2DBindSignature(context, programD3D, programData,
gl::ShaderType::Compute, image2DUniforms,
image2DBindLayout);
}
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_