Hash :
17732823
Author :
Date :
2013-08-29T13:46:49
Moved the compiler source files into directories based on their project and added a compiler.gypi to generate the compiler projects.
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//
// Copyright (c) 2013 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.
//
#ifndef TRANSLATOR_HLSL_HLSLLAYOUTENCODER_H_
#define TRANSLATOR_HLSL_HLSLLAYOUTENCODER_H_
#include "compiler/translator/BlockLayoutEncoder.h"
namespace sh
{
struct Varying;
struct Uniform;
// Block layout packed according to the default D3D11 register packing rules
// See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx
class HLSLBlockEncoder : public BlockLayoutEncoder
{
public:
HLSLBlockEncoder(std::vector<BlockMemberInfo> *blockInfoOut);
virtual void enterAggregateType();
virtual void exitAggregateType();
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);
};
// 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);
// 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);
}
#endif // TRANSLATOR_HLSL_HLSLLAYOUTENCODER_H_