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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-05-18 15:16:30 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-05-26 15:11:40 +0200
commit752497910b67b2a1a80560840ca44548d8893434 (patch)
tree541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h
parent7db527dbdd911c79f31425d099d1fc9c63e42453 (diff)
Remove ANGLE
This marks the end of EGL and OpenGL ES support on Windows. The concepts of -opengl dynamic, -opengl desktop, QT_OPENGL=software, etc. remain unchanged, with the exception of the disapperance of everything ANGLE related. CMake builds now work identically to qmake on Windows: they default to 'dynamic' OpenGL on Windows, unless -DINPUT_opengl=desktop is specified. On Windows, Qt 6 is expected to default to the "dynamic" OpenGL model by default, just like Qt 5.15. This can be changed by switching to "desktop" OpenGL, which will link to opengl32 (publicly, so other libs and applications will do so as well) and disallows using another OpenGL DLL. The "dynamic" mode is essential still because the fallback to a software rasterizer, such as the opengl32sw.dll we ship with the Qt packages, has to to work exactly like in Qt 5, the removal of ANGLE does not change this concept in any way (except of course that the middle option of using ANGLE is now gone) When it comes to the windows plugin's OpenGL blacklist feature, it works like before and accepts the ANGLE/D3D related keywords. They will then be ignored. Similarly, requesting QT_OPENGL=angle is ignored (but will show a warning). The D3D11 and DXGI configure time tests are removed: Qt 5.14 already depends on D3D 11.1 and DXGI 1.3 headers being available unconditionally on Win32 (in QRhi's D3D11 backend). No need to test for these. [ChangeLog][Windows] ANGLE is no longer included with Qt. Dynamic OpenGL builds work like before but ANGLE is no longer an option. OpenGL proper or an alternative opengl32 implementation are the two remaining options now. Attempting to set QT_OPENGL=angle or Qt::AA_UseOpenGLES will have no effect on Windows. Fixes: QTBUG-79103 Change-Id: Ia404e0d07f3fe191b27434d863c81180112ecb3b Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h')
-rw-r--r--src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h68
1 files changed, 0 insertions, 68 deletions
diff --git a/src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h b/src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h
deleted file mode 100644
index 8f4a51a906..0000000000
--- a/src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h
+++ /dev/null
@@ -1,68 +0,0 @@
-//
-// 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_