Hash :
d50151d3
Author :
Date :
2019-12-17T13:57:12
Move Serial utils to their own file. This will let the front-end access them without pulling in the rest of renderer_utils. The Serial class in particular will be useful for capture/replay. Also adds a very minimal unit test. Bug: angleproject:4223 Change-Id: I9e63b8a8227a245b20a8f024b960fcf60c7840db Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1954611 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69
//
// Copyright 2012 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.
//
// ShaderExecutable11.h: Defines a D3D11-specific class to contain shader
// executable implementation details.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
namespace gl
{
class Context;
} // namespace gl
namespace rx
{
class Renderer11;
class UniformStorage11;
class ShaderExecutable11 : public ShaderExecutableD3D
{
public:
ShaderExecutable11(const void *function, size_t length, d3d11::PixelShader &&executable);
ShaderExecutable11(const void *function,
size_t length,
d3d11::VertexShader &&executable,
d3d11::GeometryShader &&streamOut);
ShaderExecutable11(const void *function, size_t length, d3d11::GeometryShader &&executable);
ShaderExecutable11(const void *function, size_t length, d3d11::ComputeShader &&executable);
~ShaderExecutable11() override;
const d3d11::PixelShader &getPixelShader() const;
const d3d11::VertexShader &getVertexShader() const;
const d3d11::GeometryShader &getGeometryShader() const;
const d3d11::GeometryShader &getStreamOutShader() const;
const d3d11::ComputeShader &getComputeShader() const;
private:
d3d11::PixelShader mPixelExecutable;
d3d11::VertexShader mVertexExecutable;
d3d11::GeometryShader mGeometryExecutable;
d3d11::GeometryShader mStreamOutExecutable;
d3d11::ComputeShader mComputeExecutable;
};
class UniformStorage11 : public UniformStorageD3D
{
public:
UniformStorage11(size_t initialSize);
~UniformStorage11() override;
angle::Result getConstantBuffer(const gl::Context *context,
Renderer11 *renderer,
const d3d11::Buffer **bufferOut);
private:
d3d11::Buffer mConstantBuffer;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_