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kc3-lang/angle/src/common/blocklayout.h

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  • Author : Jamie Madill
    Date : 2014-06-25 16:04:57
    Hash : f51639a4
    Message : Use a common include for GL headers. A common place to define required GL includes gives us a nice point to centralize GL customizations. In the header currently are the basic GLES headers with extensions, and a define carried over from desktop GL. BUG=angle:466 Change-Id: I6fc61947b4514654ec21355a786904eac04656c0 Reviewed-on: https://chromium-review.googlesource.com/204936 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>

  • src/common/blocklayout.h
  • //
    // 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_BLOCKLAYOUT_H_
    #define COMMON_BLOCKLAYOUT_H_
    
    #include <vector>
    #include "angle_gl.h"
    #include <GLSLANG/ShaderLang.h>
    #include <cstddef>
    
    namespace sh
    {
    struct ShaderVariable;
    struct InterfaceBlockField;
    struct BlockMemberInfo;
    struct Uniform;
    struct Varying;
    
    class BlockLayoutEncoder
    {
      public:
        BlockLayoutEncoder(std::vector<BlockMemberInfo> *blockInfoOut);
    
        void encodeInterfaceBlockFields(const std::vector<InterfaceBlockField> &fields);
        void encodeInterfaceBlockField(const InterfaceBlockField &field);
        void encodeType(GLenum type, unsigned int arraySize, bool isRowMajorMatrix);
        size_t getBlockSize() const { return mCurrentOffset * BytesPerComponent; }
    
        static const size_t BytesPerComponent = 4u;
        static const unsigned int ComponentsPerRegister = 4u;
    
      protected:
        size_t mCurrentOffset;
    
        void nextRegister();
    
        virtual void enterAggregateType() = 0;
        virtual void exitAggregateType() = 0;
        virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut) = 0;
        virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride) = 0;
    
      private:
        std::vector<BlockMemberInfo> *mBlockInfoOut;
    };
    
    // Block layout according to the std140 block layout
    // See "Standard Uniform Block Layout" in Section 2.11.6 of the OpenGL ES 3.0 specification
    
    class Std140BlockEncoder : public BlockLayoutEncoder
    {
      public:
        Std140BlockEncoder(std::vector<BlockMemberInfo> *blockInfoOut);
    
      protected:
        virtual void enterAggregateType();
        virtual void exitAggregateType();
        virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
        virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
    };
    
    // 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(std::vector<BlockMemberInfo> *blockInfoOut,
                         HLSLBlockEncoderStrategy strategy);
    
        virtual void enterAggregateType();
        virtual void exitAggregateType();
        void skipRegisters(unsigned int numRegisters);
    
        bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; }
    
      protected:
        virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
        virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
    
        HLSLBlockEncoderStrategy mEncoderStrategy;
    };
    
    // This method assigns values to the variable's "registerIndex" and "elementIndex" fields.
    // "elementIndex" is only used for structures.
    void HLSLVariableGetRegisterInfo(unsigned int baseRegisterIndex, Uniform *variable, ShShaderOutput outputType);
    
    // 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 Varying &variable);
    unsigned int HLSLVariableRegisterCount(const Uniform &variable, ShShaderOutput outputType);
    
    }
    
    #endif // COMMON_BLOCKLAYOUT_H_