Hash :
120040e2
Author :
Date :
2016-12-07T14:46:16
D3D: Move some HLSL-specific code to a new folder. This code doesn't actually call any D3D runtime methods, so it can be included in our cross platform unit tests. Just include the varying packing code for now. BUG=angleproject:1296 BUG=angleproject:1638 Change-Id: I5c0ccccb00e1c13ca98448256be048f7cd0968ce Reviewed-on: https://chromium-review.googlesource.com/417116 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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.
//
// DynamicHLSL.h: Interface for link and run-time HLSL generation
//
#ifndef LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
#define LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
#include <map>
#include <vector>
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace sh
{
struct Attribute;
struct ShaderVariable;
}
namespace gl
{
class InfoLog;
struct VariableLocation;
struct VertexAttribute;
}
namespace rx
{
struct PackedVarying;
class ProgramD3DMetadata;
class ShaderD3D;
class VaryingPacking;
struct PixelShaderOutputVariable
{
GLenum type;
std::string name;
std::string source;
size_t outputIndex;
};
class DynamicHLSL : angle::NonCopyable
{
public:
explicit DynamicHLSL(RendererD3D *const renderer);
std::string generateVertexShaderForInputLayout(
const std::string &sourceShader,
const gl::InputLayout &inputLayout,
const std::vector<sh::Attribute> &shaderAttributes) const;
std::string generatePixelShaderForOutputSignature(
const std::string &sourceShader,
const std::vector<PixelShaderOutputVariable> &outputVariables,
bool usesFragDepth,
const std::vector<GLenum> &outputLayout) const;
bool generateShaderLinkHLSL(const gl::ContextState &data,
const gl::ProgramState &programData,
const ProgramD3DMetadata &programMetadata,
const VaryingPacking &varyingPacking,
std::string *pixelHLSL,
std::string *vertexHLSL) const;
std::string generateGeometryShaderPreamble(const VaryingPacking &varyingPacking) const;
std::string generateGeometryShaderHLSL(gl::PrimitiveType primitiveType,
const gl::ContextState &data,
const gl::ProgramState &programData,
const bool useViewScale,
const std::string &preambleString) const;
void getPixelShaderOutputKey(const gl::ContextState &data,
const gl::ProgramState &programData,
const ProgramD3DMetadata &metadata,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey);
private:
RendererD3D *const mRenderer;
void generateVaryingLinkHLSL(ShaderType shaderType,
const VaryingPacking &varyingPacking,
std::stringstream &linkStream) const;
void generateVaryingHLSL(const VaryingPacking &varyingPacking,
std::stringstream &hlslStream) const;
// Prepend an underscore
static std::string decorateVariable(const std::string &name);
std::string generateAttributeConversionHLSL(gl::VertexFormatType vertexFormatType,
const sh::ShaderVariable &shaderAttrib) const;
};
}
#endif // LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_