Hash :
465835d6
Author :
Date :
2017-09-26T13:34:10
Support arrays of arrays in the API The ShaderVariable class that is used as an interface between the compiler and the rest of the code gets arrays of arrays support. Array of array variables are passed from the compiler just like any other variables. However, when stored in Program state each innermost array constitutes a separate variable. This is done to make the implementation match the GLES specification for program interface query APIs. This will be tested more fully once support for parsing arrays of arrays lands in the compiler. TEST=angle_end2end_tests, angle_unittests BUG=angleproject:2125 Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb Reviewed-on: https://chromium-review.googlesource.com/684742 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 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.
//
// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
#ifndef LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#define LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#include "libANGLE/renderer/ShaderImpl.h"
#include <map>
namespace angle
{
struct CompilerWorkaroundsD3D;
struct WorkaroundsD3D;
}
namespace gl
{
struct Extensions;
}
namespace rx
{
class DynamicHLSL;
class RendererD3D;
struct D3DUniform;
class ShaderD3D : public ShaderImpl
{
public:
ShaderD3D(const gl::ShaderState &data,
const angle::WorkaroundsD3D &workarounds,
const gl::Extensions &extensions);
~ShaderD3D() override;
// ShaderImpl implementation
ShCompileOptions prepareSourceAndReturnOptions(std::stringstream *sourceStream,
std::string *sourcePath) override;
bool postTranslateCompile(gl::Compiler *compiler, std::string *infoLog) override;
std::string getDebugInfo() const override;
// D3D-specific methods
void uncompile();
bool hasUniform(const std::string &name) const;
// Query regular uniforms with their name. Query sampler fields of structs with field selection
// using dot (.) operator.
unsigned int getUniformRegister(const std::string &uniformName) const;
unsigned int getUniformBlockRegister(const std::string &blockName) const;
void appendDebugInfo(const std::string &info) const { mDebugInfo += info; }
void generateWorkarounds(angle::CompilerWorkaroundsD3D *workarounds) const;
bool usesMultipleRenderTargets() const { return mUsesMultipleRenderTargets; }
bool usesFragColor() const { return mUsesFragColor; }
bool usesFragData() const { return mUsesFragData; }
bool usesFragCoord() const { return mUsesFragCoord; }
bool usesFrontFacing() const { return mUsesFrontFacing; }
bool usesPointSize() const { return mUsesPointSize; }
bool usesPointCoord() const { return mUsesPointCoord; }
bool usesDepthRange() const { return mUsesDepthRange; }
bool usesFragDepth() const { return mUsesFragDepth; }
bool usesViewID() const { return mUsesViewID; }
bool hasANGLEMultiviewEnabled() const { return mHasANGLEMultiviewEnabled; }
ShShaderOutput getCompilerOutputType() const;
private:
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
bool mHasANGLEMultiviewEnabled;
bool mUsesViewID;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
bool mRequiresIEEEStrictCompiling;
ShShaderOutput mCompilerOutputType;
mutable std::string mDebugInfo;
std::map<std::string, unsigned int> mUniformRegisterMap;
std::map<std::string, unsigned int> mUniformBlockRegisterMap;
ShCompileOptions mAdditionalOptions;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_