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 (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.
//
// ResourcesHLSL.h:
// Methods for GLSL to HLSL translation for uniforms and interface blocks.
//
#ifndef COMPILER_TRANSLATOR_RESOURCESHLSL_H_
#define COMPILER_TRANSLATOR_RESOURCESHLSL_H_
#include "compiler/translator/OutputHLSL.h"
#include "compiler/translator/UtilsHLSL.h"
namespace sh
{
class ImmutableString;
class StructureHLSL;
class TSymbolTable;
class ResourcesHLSL : angle::NonCopyable
{
public:
ResourcesHLSL(StructureHLSL *structureHLSL,
ShShaderOutput outputType,
const std::vector<Uniform> &uniforms,
unsigned int firstUniformRegister);
void reserveUniformRegisters(unsigned int registerCount);
void reserveUniformBlockRegisters(unsigned int registerCount);
void uniformsHeader(TInfoSinkBase &out,
ShShaderOutput outputType,
const ReferencedVariables &referencedUniforms,
TSymbolTable *symbolTable);
// Must be called after uniformsHeader
void samplerMetadataUniforms(TInfoSinkBase &out, unsigned int regIndex);
unsigned int getSamplerCount() const { return mSamplerCount; }
void imageMetadataUniforms(TInfoSinkBase &out, unsigned int regIndex);
TString uniformBlocksHeader(const ReferencedInterfaceBlocks &referencedInterfaceBlocks);
TString shaderStorageBlocksHeader(const ReferencedInterfaceBlocks &referencedInterfaceBlocks);
// Used for direct index references
static TString InterfaceBlockInstanceString(const ImmutableString &instanceName,
unsigned int arrayIndex);
const std::map<std::string, unsigned int> &getShaderStorageBlockRegisterMap() const
{
return mShaderStorageBlockRegisterMap;
}
const std::map<std::string, unsigned int> &getUniformBlockRegisterMap() const
{
return mUniformBlockRegisterMap;
}
const std::map<std::string, unsigned int> &getUniformRegisterMap() const
{
return mUniformRegisterMap;
}
unsigned int getReadonlyImage2DRegisterIndex() const { return mReadonlyImage2DRegisterIndex; }
unsigned int getImage2DRegisterIndex() const { return mImage2DRegisterIndex; }
private:
TString uniformBlockString(const TInterfaceBlock &interfaceBlock,
const TVariable *instanceVariable,
unsigned int registerIndex,
unsigned int arrayIndex);
TString shaderStorageBlockString(const TInterfaceBlock &interfaceBlock,
const TVariable *instanceVariable,
unsigned int registerIndex,
unsigned int arrayIndex);
TString uniformBlockMembersString(const TInterfaceBlock &interfaceBlock,
TLayoutBlockStorage blockStorage);
TString uniformBlockStructString(const TInterfaceBlock &interfaceBlock);
const Uniform *findUniformByName(const ImmutableString &name) const;
void outputHLSL4_0_FL9_3Sampler(TInfoSinkBase &out,
const TType &type,
const TVariable &variable,
const unsigned int registerIndex);
void outputUniform(TInfoSinkBase &out,
const TType &type,
const TVariable &variable,
const unsigned int registerIndex);
void outputAtomicCounterBuffer(TInfoSinkBase &out,
const int binding,
const unsigned int registerIndex);
// Returns the uniform's register index
unsigned int assignUniformRegister(const TType &type,
const ImmutableString &name,
unsigned int *outRegisterCount);
unsigned int assignSamplerInStructUniformRegister(const TType &type,
const TString &name,
unsigned int *outRegisterCount);
void outputHLSLSamplerUniformGroup(
TInfoSinkBase &out,
const HLSLTextureGroup textureGroup,
const TVector<const TVariable *> &group,
const TMap<const TVariable *, TString> &samplerInStructSymbolsToAPINames,
unsigned int *groupTextureRegisterIndex);
void outputHLSLImageUniformIndices(TInfoSinkBase &out,
const TVector<const TVariable *> &group,
unsigned int imageArrayIndex,
unsigned int *groupRegisterCount);
void outputHLSLReadonlyImageUniformGroup(TInfoSinkBase &out,
const HLSLTextureGroup textureGroup,
const TVector<const TVariable *> &group,
unsigned int *groupTextureRegisterIndex);
void outputHLSLImageUniformGroup(TInfoSinkBase &out,
const HLSLRWTextureGroup textureGroup,
const TVector<const TVariable *> &group,
unsigned int *groupTextureRegisterIndex);
unsigned int mUniformRegister;
unsigned int mUniformBlockRegister;
unsigned int mTextureRegister;
unsigned int mUAVRegister;
unsigned int mSamplerCount;
unsigned int mReadonlyImageCount;
unsigned int mImageCount;
StructureHLSL *mStructureHLSL;
ShShaderOutput mOutputType;
const std::vector<Uniform> &mUniforms;
std::map<std::string, unsigned int> mUniformBlockRegisterMap;
std::map<std::string, unsigned int> mShaderStorageBlockRegisterMap;
std::map<std::string, unsigned int> mUniformRegisterMap;
unsigned int mReadonlyImage2DRegisterIndex;
unsigned int mImage2DRegisterIndex;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_RESOURCESHLSL_H_