Hash :
13cfd276
Author :
Date :
2014-07-17T14:16:28
Move shader variables header to include folder. This allows the API to query for clear type introspection into the parsed GL types from the translator. The returned types are not expanded and have properly nested fields. This patch uses the types from ShaderVars.h to return GL type information. The app must include this header to get access to the types structs. BUG=angle:466 Change-Id: I28ad0d6f11a964804dd234ef0d00651f665d1ae3 Reviewed-on: https://chromium-review.googlesource.com/208751 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@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_BLOCKLAYOUT_H_
#define COMMON_BLOCKLAYOUT_H_
#include <cstddef>
#include <vector>
#include "angle_gl.h"
#include <GLSLANG/ShaderLang.h>
namespace sh
{
struct ShaderVariable;
struct InterfaceBlockField;
struct Uniform;
struct Varying;
struct InterfaceBlock;
struct BlockMemberInfo
{
BlockMemberInfo(int offset, int arrayStride, int matrixStride, bool isRowMajorMatrix)
: offset(offset),
arrayStride(arrayStride),
matrixStride(matrixStride),
isRowMajorMatrix(isRowMajorMatrix)
{}
static BlockMemberInfo getDefaultBlockInfo()
{
return BlockMemberInfo(-1, -1, -1, false);
}
int offset;
int arrayStride;
int matrixStride;
bool isRowMajorMatrix;
};
class BlockLayoutEncoder
{
public:
BlockLayoutEncoder();
void encodeInterfaceBlockFields(const std::vector<InterfaceBlockField> &fields);
BlockMemberInfo encodeInterfaceBlockField(const InterfaceBlockField &field);
void encodeType(GLenum type, unsigned int arraySize, bool isRowMajorMatrix);
size_t getBlockSize() const { return mCurrentOffset * BytesPerComponent; }
size_t getCurrentRegister() const { return mCurrentOffset / ComponentsPerRegister; }
size_t getCurrentElement() const { return mCurrentOffset % ComponentsPerRegister; }
virtual void enterAggregateType() = 0;
virtual void exitAggregateType() = 0;
static const size_t BytesPerComponent = 4u;
static const unsigned int ComponentsPerRegister = 4u;
protected:
size_t mCurrentOffset;
void nextRegister();
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;
};
// 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();
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);
};
// 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);
virtual void enterAggregateType();
virtual void exitAggregateType();
void skipRegisters(unsigned int numRegisters);
bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; }
static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType);
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 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_