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) 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_BLOCKLAYOUTHLSL_H_
#define COMMON_BLOCKLAYOUTHLSL_H_
#include <cstddef>
#include <vector>
#include "angle_gl.h"
#include "blocklayout.h"
#include <GLSLANG/ShaderLang.h>
namespace sh
{
// 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(HLSLBlockEncoderStrategy strategy, bool transposeMatrices);
void enterAggregateType() override;
void exitAggregateType() override;
void skipRegisters(unsigned int numRegisters);
bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; }
static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType);
protected:
void getBlockLayoutInfo(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut) override;
void advanceOffset(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride) override;
HLSLBlockEncoderStrategy mEncoderStrategy;
bool mTransposeMatrices;
};
// 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 Uniform &variable, ShShaderOutput outputType);
}
#endif // COMMON_BLOCKLAYOUTHLSL_H_